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之前有介绍过UITweener(点击前往),NGUI用了一个目录“收集”Tween脚本,集成的功能还是很丰富的,只提供了6种缓动函数(Ease Fuction):Linear,EaseIn,EaseOut,EaseInOut,BounceIn和BounceOut。当时,对缓动函数就只是一知半解。后面为了做文字特效,就发现了 TextFx 插件,这个插件太赞了,让我有种感觉一切效果都可以用代码模拟。TextFx提供了40种缓动函数,表现效果丰富了很多,激动之余,总是想着能不能把这些缓动函数移植到UITweener里面去,所以才有了此文。
下面就直接贴出Ease Function的实现,方便查看。
Method:
扩容之后的Method的样式由6种变为41种:
- public enum Method
- {
- Linear,
- EaseIn,EaseOut,EaseInOut,BounceIn,BounceOut,
- QuadEaseOut, QuadEaseIn, QuadEaseInOut, QuadEaseOutIn, //新增40种动画效果
- ExpoEaseOut, ExpoEaseIn, ExpoEaseInOut, ExpoEaseOutIn,
- CubicEaseOut, CubicEaseIn, CubicEaseInOut, CubicEaseOutIn,
- QuartEaseOut, QuartEaseIn, QuartEaseInOut, QuartEaseOutIn,
- QuintEaseOut, QuintEaseIn, QuintEaseInOut, QuintEaseOutIn,
- CircEaseOut, CircEaseIn, CircEaseInOut, CircEaseOutIn,
- SineEaseOut, SineEaseIn, SineEaseInOut, SineEaseOutIn,
- ElasticEaseOut, ElasticEaseIn, ElasticEaseInOut, ElasticEaseOutIn,
- BounceEaseOut, BounceEaseIn, BounceEaseInOut, BounceEaseOutIn,
- BackEaseOut, BackEaseIn, BackEaseInOut, BackEaseOutIn
- }
Sample:
- public static float GetEaseProgress(Method ease_type, float linear_progress)
- switch (ease_type)
- {
- case Method.Linear:
- return linear_progress;
- case Method.BackEaseIn:
- return BackEaseIn(linear_progress, 0, 1, 1);
- case Method.BackEaseInOut:
- return BackEaseInOut(linear_progress, 0, 1, 1);
- case Method.BackEaseOut:
- return BackEaseOut(linear_progress, 0, 1, 1);
- case Method.BackEaseOutIn:
- return BackEaseOutIn(linear_progress, 0, 1, 1);
- case Method.BounceEaseIn:
- return BounceEaseIn(linear_progress, 0, 1, 1);
- case Method.BounceEaseInOut:
- return BounceEaseInOut(linear_progress, 0, 1, 1);
- case Method.BounceEaseOut:
- return BounceEaseOut(linear_progress, 0, 1, 1);
- case Method.BounceEaseOutIn:
- return BounceEaseOutIn(linear_progress, 0, 1, 1);
- case Method.CircEaseIn:
- return CircEaseIn(linear_progress, 0, 1, 1);
- case Method.CircEaseInOut:
- return CircEaseInOut(linear_progress, 0, 1, 1);
- case Method.CircEaseOut:
- return CircEaseOut(linear_progress, 0, 1, 1);
- case Method.CircEaseOutIn:
- return CircEaseOutIn(linear_progress, 0, 1, 1);
- case Method.CubicEaseIn:
- return CubicEaseIn(linear_progress, 0, 1, 1);
- case Method.CubicEaseInOut:
- return CubicEaseInOut(linear_progress, 0, 1, 1);
- case Method.CubicEaseOut:
- return CubicEaseOut(linear_progress, 0, 1, 1);
- case Method.CubicEaseOutIn:
- return CubicEaseOutIn(linear_progress, 0, 1, 1);
- case Method.ElasticEaseIn:
- return ElasticEaseIn(linear_progress, 0, 1, 1);
- case Method.ElasticEaseInOut:
- return ElasticEaseInOut(linear_progress, 0, 1, 1);
- case Method.ElasticEaseOut:
- return ElasticEaseOut(linear_progress, 0, 1, 1);
- case Method.ElasticEaseOutIn:
- return ElasticEaseOutIn(linear_progress, 0, 1, 1);
- case Method.ExpoEaseIn:
- return ExpoEaseIn(linear_progress, 0, 1, 1);
- case Method.ExpoEaseInOut:
- return ExpoEaseInOut(linear_progress, 0, 1, 1);
- case Method.ExpoEaseOut:
- return ExpoEaseOut(linear_progress, 0, 1, 1);
- case Method.ExpoEaseOutIn:
- return ExpoEaseOutIn(linear_progress, 0, 1, 1);
- case Method.QuadEaseIn:
- return QuadEaseIn(linear_progress, 0, 1, 1);
- case Method.QuadEaseInOut:
- return QuadEaseInOut(linear_progress, 0, 1, 1);
- case Method.QuadEaseOut:
- return QuadEaseOut(linear_progress, 0, 1, 1);
- case Method.QuadEaseOutIn:
- return QuadEaseOutIn(linear_progress, 0, 1, 1);
- case Method.QuartEaseIn:
- return QuartEaseIn(linear_progress, 0, 1, 1);
- case Method.QuartEaseInOut:
- return QuartEaseInOut(linear_progress, 0, 1, 1);
- case Method.QuartEaseOut:
- return QuartEaseOut(linear_progress, 0, 1, 1);
- case Method.QuartEaseOutIn:
- return QuartEaseOutIn(linear_progress, 0, 1, 1);
- case Method.QuintEaseIn:
- return QuintEaseIn(linear_progress, 0, 1, 1);
- case Method.QuintEaseInOut:
- return QuintEaseInOut(linear_progress, 0, 1, 1);
- case Method.QuintEaseOut:
- return QuintEaseOut(linear_progress, 0, 1, 1);
- case Method.QuintEaseOutIn:
- return QuintEaseOutIn(linear_progress, 0, 1, 1);
- case Method.SineEaseIn:
- return SineEaseIn(linear_progress, 0, 1, 1);
- case Method.SineEaseInOut:
- return SineEaseInOut(linear_progress, 0, 1, 1);
- case Method.SineEaseOut:
- return SineEaseOut(linear_progress, 0, 1, 1);
- case Method.SineEaseOutIn:
- return SineEaseOutIn(linear_progress, 0, 1, 1);
- default:
- return linear_progress;
- }
Ease Function:
- /* EASING FUNCTIONS */
- #region Linear
- /// <summary>
- /// Easing equation function for a simple linear tweening, with no easing.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float Linear(float t, float b, float c, float d)
- {
- return c * t / d + b;
- }
- #endregion
- #region Expo
- /// <summary>
- /// Easing equation function for an exponential (2^t) easing out:
- /// decelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float ExpoEaseOut(float t, float b, float c, float d)
- {
- return (t == d) ? b + c : c * (-Mathf.Pow(2, -10 * t / d) + 1) + b;
- }
- /// <summary>
- /// Easing equation function for an exponential (2^t) easing in:
- /// accelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float ExpoEaseIn(float t, float b, float c, float d)
- {
- return (t == 0) ? b : c * Mathf.Pow(2, 10 * (t / d - 1)) + b;
- }
- /// <summary>
- /// Easing equation function for an exponential (2^t) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float ExpoEaseInOut(float t, float b, float c, float d)
- {
- if (t == 0)
- return b;
- if (t == d)
- return b + c;
- if ((t /= d / 2) < 1)
- return c / 2 * Mathf.Pow(2, 10 * (t - 1)) + b;
- return c / 2 * (-Mathf.Pow(2, -10 * --t) + 2) + b;
- }
- /// <summary>
- /// Easing equation function for an exponential (2^t) easing out/in:
- /// deceleration until halfway, then acceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float ExpoEaseOutIn(float t, float b, float c, float d)
- {
- if (t < d / 2)
- return ExpoEaseOut(t * 2, b, c / 2, d);
- return ExpoEaseIn((t * 2) - d, b + c / 2, c / 2, d);
- }
- #endregion
- #region Circular
- /// <summary>
- /// Easing equation function for a circular (sqrt(1-t^2)) easing out:
- /// decelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float CircEaseOut(float t, float b, float c, float d)
- {
- return c * Mathf.Sqrt(1 - (t = t / d - 1) * t) + b;
- }
- /// <summary>
- /// Easing equation function for a circular (sqrt(1-t^2)) easing in:
- /// accelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float CircEaseIn(float t, float b, float c, float d)
- {
- return -c * (Mathf.Sqrt(1 - (t /= d) * t) - 1) + b;
- }
- /// <summary>
- /// Easing equation function for a circular (sqrt(1-t^2)) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float CircEaseInOut(float t, float b, float c, float d)
- {
- if ((t /= d / 2) < 1)
- return -c / 2 * (Mathf.Sqrt(1 - t * t) - 1) + b;
- return c / 2 * (Mathf.Sqrt(1 - (t -= 2) * t) + 1) + b;
- }
- /// <summary>
- /// Easing equation function for a circular (sqrt(1-t^2)) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float CircEaseOutIn(float t, float b, float c, float d)
- {
- if (t < d / 2)
- return CircEaseOut(t * 2, b, c / 2, d);
- return CircEaseIn((t * 2) - d, b + c / 2, c / 2, d);
- }
- #endregion
- #region Quad
- /// <summary>
- /// Easing equation function for a quadratic (t^2) easing out:
- /// decelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuadEaseOut(float t, float b, float c, float d)
- {
- return -c * (t /= d) * (t - 2) + b;
- }
- /// <summary>
- /// Easing equation function for a quadratic (t^2) easing in:
- /// accelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuadEaseIn(float t, float b, float c, float d)
- {
- return c * (t /= d) * t + b;
- }
- /// <summary>
- /// Easing equation function for a quadratic (t^2) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuadEaseInOut(float t, float b, float c, float d)
- {
- if ((t /= d / 2) < 1)
- return c / 2 * t * t + b;
- return -c / 2 * ((--t) * (t - 2) - 1) + b;
- }
- /// <summary>
- /// Easing equation function for a quadratic (t^2) easing out/in:
- /// deceleration until halfway, then acceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuadEaseOutIn(float t, float b, float c, float d)
- {
- if (t < d / 2)
- return QuadEaseOut(t * 2, b, c / 2, d);
- return QuadEaseIn((t * 2) - d, b + c / 2, c / 2, d);
- }
- #endregion
- #region Sine
- /// <summary>
- /// Easing equation function for a sinusoidal (sin(t)) easing out:
- /// decelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float SineEaseOut(float t, float b, float c, float d)
- {
- return c * Mathf.Sin(t / d * (Mathf.PI / 2)) + b;
- }
- /// <summary>
- /// Easing equation function for a sinusoidal (sin(t)) easing in:
- /// accelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float SineEaseIn(float t, float b, float c, float d)
- {
- return -c * Mathf.Cos(t / d * (Mathf.PI / 2)) + c + b;
- }
- /// <summary>
- /// Easing equation function for a sinusoidal (sin(t)) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float SineEaseInOut(float t, float b, float c, float d)
- {
- if ((t /= d / 2) < 1)
- return c / 2 * (Mathf.Sin(Mathf.PI * t / 2)) + b;
- return -c / 2 * (Mathf.Cos(Mathf.PI * --t / 2) - 2) + b;
- }
- /// <summary>
- /// Easing equation function for a sinusoidal (sin(t)) easing in/out:
- /// deceleration until halfway, then acceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float SineEaseOutIn(float t, float b, float c, float d)
- {
- if (t < d / 2)
- return SineEaseOut(t * 2, b, c / 2, d);
- return SineEaseIn((t * 2) - d, b + c / 2, c / 2, d);
- }
- #endregion
- #region Cubic
- /// <summary>
- /// Easing equation function for a cubic (t^3) easing out:
- /// decelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float CubicEaseOut(float t, float b, float c, float d)
- {
- return c * ((t = t / d - 1) * t * t + 1) + b;
- }
- /// <summary>
- /// Easing equation function for a cubic (t^3) easing in:
- /// accelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float CubicEaseIn(float t, float b, float c, float d)
- {
- return c * (t /= d) * t * t + b;
- }
- /// <summary>
- /// Easing equation function for a cubic (t^3) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float CubicEaseInOut(float t, float b, float c, float d)
- {
- if ((t /= d / 2) < 1)
- return c / 2 * t * t * t + b;
- return c / 2 * ((t -= 2) * t * t + 2) + b;
- }
- /// <summary>
- /// Easing equation function for a cubic (t^3) easing out/in:
- /// deceleration until halfway, then acceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float CubicEaseOutIn(float t, float b, float c, float d)
- {
- if (t < d / 2)
- return CubicEaseOut(t * 2, b, c / 2, d);
- return CubicEaseIn((t * 2) - d, b + c / 2, c / 2, d);
- }
- #endregion
- #region Quartic
- /// <summary>
- /// Easing equation function for a quartic (t^4) easing out:
- /// decelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuartEaseOut(float t, float b, float c, float d)
- {
- return -c * ((t = t / d - 1) * t * t * t - 1) + b;
- }
- /// <summary>
- /// Easing equation function for a quartic (t^4) easing in:
- /// accelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuartEaseIn(float t, float b, float c, float d)
- {
- return c * (t /= d) * t * t * t + b;
- }
- /// <summary>
- /// Easing equation function for a quartic (t^4) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuartEaseInOut(float t, float b, float c, float d)
- {
- if ((t /= d / 2) < 1)
- return c / 2 * t * t * t * t + b;
- return -c / 2 * ((t -= 2) * t * t * t - 2) + b;
- }
- /// <summary>
- /// Easing equation function for a quartic (t^4) easing out/in:
- /// deceleration until halfway, then acceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuartEaseOutIn(float t, float b, float c, float d)
- {
- if (t < d / 2)
- return QuartEaseOut(t * 2, b, c / 2, d);
- return QuartEaseIn((t * 2) - d, b + c / 2, c / 2, d);
- }
- #endregion
- #region Quintic
- /// <summary>
- /// Easing equation function for a quintic (t^5) easing out:
- /// decelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuintEaseOut(float t, float b, float c, float d)
- {
- return c * ((t = t / d - 1) * t * t * t * t + 1) + b;
- }
- /// <summary>
- /// Easing equation function for a quintic (t^5) easing in:
- /// accelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuintEaseIn(float t, float b, float c, float d)
- {
- return c * (t /= d) * t * t * t * t + b;
- }
- /// <summary>
- /// Easing equation function for a quintic (t^5) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuintEaseInOut(float t, float b, float c, float d)
- {
- if ((t /= d / 2) < 1)
- return c / 2 * t * t * t * t * t + b;
- return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;
- }
- /// <summary>
- /// Easing equation function for a quintic (t^5) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuintEaseOutIn(float t, float b, float c, float d)
- {
- if (t < d / 2)
- return QuintEaseOut(t * 2, b, c / 2, d);
- return QuintEaseIn((t * 2) - d, b + c / 2, c / 2, d);
- }
- #endregion
- #region Elastic
- /// <summary>
- /// Easing equation function for an elastic (exponentially decaying sine wave) easing out:
- /// decelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float ElasticEaseOut(float t, float b, float c, float d)
- {
- if ((t /= d) == 1)
- return b + c;
- float p = d * 0.3f;
- float s = p / 4;
- return (c * Mathf.Pow(2, -10 * t) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p) + c + b);
- }
- /// <summary>
- /// Easing equation function for an elastic (exponentially decaying sine wave) easing in:
- /// accelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float ElasticEaseIn(float t, float b, float c, float d)
- {
- if ((t /= d) == 1)
- return b + c;
- float p = d * 0.3f;
- float s = p / 4;
- return -(c * Mathf.Pow(2, 10 * (t -= 1)) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p)) + b;
- }
- /// <summary>
- /// Easing equation function for an elastic (exponentially decaying sine wave) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float ElasticEaseInOut(float t, float b, float c, float d)
- {
- if ((t /= d / 2f) == 2)
- return b + c;
- float p = d * (0.3f * 1.5f);
- float s = p / 4;
- if (t < 1)
- return -0.5f * (c * Mathf.Pow(2, 10 * (t -= 1)) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p)) + b;
- return c * Mathf.Pow(2, -10 * (t -= 1)) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p) * 0.5f + c + b;
- }
- /// <summary>
- /// Easing equation function for an elastic (exponentially decaying sine wave) easing out/in:
- /// deceleration until halfway, then acceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float ElasticEaseOutIn(float t, float b, float c, float d)
- {
- if (t < d / 2)
- return ElasticEaseOut(t * 2, b, c / 2, d);
- return ElasticEaseIn((t * 2) - d, b + c / 2, c / 2, d);
- }
- #endregion
- #region Bounce
- /// <summary>
- /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out:
- /// decelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float BounceEaseOut(float t, float b, float c, float d)
- {
- if ((t /= d) < (1 / 2.75f))
- return c * (7.5625f * t * t) + b;
- else if (t < (2 / 2.75f))
- return c * (7.5625f * (t -= (1.5f / 2.75f)) * t + 0.75f) + b;
- else if (t < (2.5f / 2.75f))
- return c * (7.5625f * (t -= (2.25f / 2.75f)) * t + 0.9375f) + b;
- else
- return c * (7.5625f * (t -= (2.625f / 2.75f)) * t + .984375f) + b;
- }
- /// <summary>
- /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in:
- /// accelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float BounceEaseIn(float t, float b, float c, float d)
- {
- return c - BounceEaseOut(d - t, 0, c, d) + b;
- }
- /// <summary>
- /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float BounceEaseInOut(float t, float b, float c, float d)
- {
- if (t < d / 2)
- return BounceEaseIn(t * 2, 0, c, d) * 0.5f + b;
- else
- return BounceEaseOut(t * 2 - d, 0, c, d) * 0.5f + c * 0.5f + b;
- }
- /// <summary>
- /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out/in:
- /// deceleration until halfway, then acceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float BounceEaseOutIn(float t, float b, float c, float d)
- {
- if (t < d / 2)
- return BounceEaseOut(t * 2, b, c / 2, d);
- return BounceEaseIn((t * 2) - d, b + c / 2, c / 2, d);
- }
- #endregion
- #region Back
- /// <summary>
- /// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing out:
- /// decelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float BackEaseOut(float t, float b, float c, float d)
- {
- return c * ((t = t / d - 1) * t * ((1.70158f + 1) * t + 1.70158f) + 1) + b;
- }
- /// <summary>
- /// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing in:
- /// accelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float BackEaseIn(float t, float b, float c, float d)
- {
- return c * (t /= d) * t * ((1.70158f + 1) * t - 1.70158f) + b;
- }
- /// <summary>
- /// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float BackEaseInOut(float t, float b, float c, float d)
- {
- float s = 1.70158f;
- if ((t /= d / 2) < 1)
- return c / 2 * (t * t * (((s *= (1.525f)) + 1) * t - s)) + b;
- return c / 2 * ((t -= 2) * t * (((s *= (1.525f)) + 1) * t + s) + 2) + b;
- }
- /// <summary>
- /// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing out/in:
- /// deceleration until halfway, then acceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float BackEaseOutIn(float t, float b, float c, float d)
- {
- if (t < d / 2)
- return BackEaseOut(t * 2, b, c / 2, d);
- return BackEaseIn((t * 2) - d, b + c / 2, c / 2, d);
- }
- #endregion
小结:
首先,非常感谢TextFx的作者,然后 TextFx 的插件真的很棒,实用又简单,而不会华而不实。在UITweener的文章中也对缓动函数有介绍,贴出其中30种的轨迹图,会更加直观。此文是为了大家能够检索到需要的内容。
『
在UITweener的文末附上了30中缓动曲线的图形,感觉有点不够动态,参考①中给出的效果会更好些,更容易理解和体会。』
增补于 2014,1,14 9:25
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参考:
①robertpenner.com: http://www.robertpenner.com/easing/easing_demo.html