//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2014 Tasharen Entertainment
//----------------------------------------------
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
///
/// Base class for all tweening operations.
///
public abstract class Tweener : MonoBehaviour
{
public delegate void TweenerDelegate();
///
/// Current tween that triggered the callback function.
///
static public Tweener current;
public enum Method
{
Linear,
EaseIn,
EaseOut,
EaseInOut,
BounceIn,
BounceOut,
}
public enum Style
{
Once,
Loop,
PingPong,
}
///
/// Tweening method used.
///
//[HideInInspector]
public Method method = Method.Linear;
///
/// Does it play once? Does it loop?
///
//[HideInInspector]
public Style style = Style.Once;
///
/// Optional curve to apply to the tween's time factor value.
///
//[HideInInspector]
public AnimationCurve animationCurve = new AnimationCurve(new Keyframe(0f, 0f, 0f, 1f), new Keyframe(1f, 1f, 1f, 0f));
///
/// Whether the tween will ignore the timescale, making it work while the game is paused.
///
//[HideInInspector]
public bool ignoreTimeScale = false;
///
/// How long will the tweener wait before starting the tween?
///
//[HideInInspector]
public float delay = 0f;
///
/// How long is the duration of the tween?
///
//[HideInInspector]
public float duration = 1f;
///
/// Whether the tweener will use steeper curves for ease in / out style interpolation.
///
//[HideInInspector]
public bool steeperCurves = false;
///
/// PingPong的次数
///
public int SpringCount = -1;
///
/// Used by buttons and tween sequences. Group of '0' means not in a sequence.
///
[HideInInspector]
public int tweenGroup = 0;
///
/// Event delegates called when the animation finishes.
///
[HideInInspector]
public TweenerDelegate onFinished = null;
public bool needEnableReset = false;
bool mStarted = false;
float mStartTime = 0f;
float mDuration = 0f;
float mAmountPerDelta = 1000f;
float mFactor = 0f;
int mSpringedTimes = 0;
float mPassedTime = 0;
///
/// Amount advanced per delta time.
///
public float amountPerDelta
{
get
{
if (mDuration != duration)
{
mDuration = duration;
mAmountPerDelta = Mathf.Abs((duration > 0f) ? 1f / duration : 1000f) * Mathf.Sign(mAmountPerDelta);
}
return mAmountPerDelta;
}
}
///
/// Tween factor, 0-1 range.
///
public float tweenFactor { get { return mFactor; } set { mFactor = Mathf.Clamp01(value); } }
///
/// This function is called by Unity when you add a component. Automatically set the starting values for convenience.
///
void Reset ()
{
if (!mStarted)
{
SetStartToCurrentValue();
SetEndToCurrentValue();
}
}
///
/// Update as soon as it's started so that there is no delay.
///
protected virtual void Start () { Update(); }
///
/// Update the tweening factor and call the virtual update function.
///
void Update ()
{
float delta = ignoreTimeScale ? Time.unscaledDeltaTime : Time.deltaTime;
float time = ignoreTimeScale ? Time.unscaledTime : Time.time;
if (!mStarted)
{
mStarted = true;
mStartTime = time + delay;
}
if (time < mStartTime) return;
// Advance the sampling factor
mFactor += amountPerDelta * delta;
mPassedTime += delta;
// Loop style simply resets the play factor after it exceeds 1.
if (style == Style.Loop)
{
if (mFactor > 1f)
{
mFactor -= Mathf.Floor(mFactor);
}
}
else if (style == Style.PingPong)
{
// Ping-pong style reverses the direction
if (mFactor > 1f)
{
mFactor = 1f - (mFactor - Mathf.Floor(mFactor));
mAmountPerDelta = -mAmountPerDelta;
}
else if (mFactor < 0f)
{
mFactor = -mFactor;
mFactor -= Mathf.Floor(mFactor);
mAmountPerDelta = -mAmountPerDelta;
}
if(mPassedTime>=2*mDuration)
{
mSpringedTimes++;
mPassedTime = 0;
}
if (SpringCount > 0 && mSpringedTimes >= SpringCount)
{
enabled = false;
mSpringedTimes = 0;
if (onFinished != null)
{
onFinished();
}
return;
}
}
// If the factor goes out of range and this is a one-time tweening operation, disable the script
if ((style == Style.Once) && (duration == 0f || mFactor > 1f || mFactor < 0f))
{
mFactor = Mathf.Clamp01(mFactor);
Sample(mFactor, true);
// Disable this script unless the function calls above changed something
if (duration == 0f || (mFactor == 1f && mAmountPerDelta > 0f || mFactor == 0f && mAmountPerDelta < 0f))
enabled = false;
if (current == null)
{
current = this;
if (onFinished != null)
{
onFinished();
}
current = null;
}
}
else Sample(mFactor, false);
}
///
/// Convenience function -- set a new OnFinished event delegate (here for to be consistent with RemoveOnFinished).
///
public void SetOnFinished(TweenerDelegate del) { onFinished = del; }
///
/// Convenience function -- add a new OnFinished event delegate (here for to be consistent with RemoveOnFinished).
///
public void AddOnFinished(TweenerDelegate del) { onFinished += del; }
///
/// Remove an OnFinished delegate. Will work even while iterating through the list when the tweener has finished its operation.
///
public void RemoveOnFinished (TweenerDelegate del)
{
if (onFinished != null) onFinished -= del;
}
///
/// Mark as not started when finished to enable delay on next play.
///
void OnDisable () { mStarted = false; }
///
/// Sample the tween at the specified factor.
///
public void Sample (float factor, bool isFinished)
{
// Calculate the sampling value
float val = Mathf.Clamp01(factor);
if (method == Method.EaseIn)
{
val = 1f - Mathf.Sin(0.5f * Mathf.PI * (1f - val));
if (steeperCurves) val *= val;
}
else if (method == Method.EaseOut)
{
val = Mathf.Sin(0.5f * Mathf.PI * val);
if (steeperCurves)
{
val = 1f - val;
val = 1f - val * val;
}
}
else if (method == Method.EaseInOut)
{
const float pi2 = Mathf.PI * 2f;
val = val - Mathf.Sin(val * pi2) / pi2;
if (steeperCurves)
{
val = val * 2f - 1f;
float sign = Mathf.Sign(val);
val = 1f - Mathf.Abs(val);
val = 1f - val * val;
val = sign * val * 0.5f + 0.5f;
}
}
else if (method == Method.BounceIn)
{
val = BounceLogic(val);
}
else if (method == Method.BounceOut)
{
val = 1f - BounceLogic(1f - val);
}
// Call the virtual update
OnUpdate((animationCurve != null) ? animationCurve.Evaluate(val) : val, isFinished);
}
///
/// Main Bounce logic to simplify the Sample function
///
float BounceLogic (float val)
{
if (val < 0.363636f) // 0.363636 = (1/ 2.75)
{
val = 7.5685f * val * val;
}
else if (val < 0.727272f) // 0.727272 = (2 / 2.75)
{
val = 7.5625f * (val -= 0.545454f) * val + 0.75f; // 0.545454f = (1.5 / 2.75)
}
else if (val < 0.909090f) // 0.909090 = (2.5 / 2.75)
{
val = 7.5625f * (val -= 0.818181f) * val + 0.9375f; // 0.818181 = (2.25 / 2.75)
}
else
{
val = 7.5625f * (val -= 0.9545454f) * val + 0.984375f; // 0.9545454 = (2.625 / 2.75)
}
return val;
}
///
/// Play the tween.
///
[System.Obsolete("Use PlayForward() instead")]
public void Play () { Play(true); }
///
/// Play the tween forward.
///
public void PlayForward () { Play(true); }
///
/// Play the tween in reverse.
///
public void PlayReverse () { Play(false); }
///
/// Manually activate the tweening process, reversing it if necessary.
///
public void Play (bool forward)
{
mAmountPerDelta = Mathf.Abs(amountPerDelta);
if (!forward) mAmountPerDelta = -mAmountPerDelta;
enabled = true;
Update();
}
///
/// Manually reset the tweener's state to the beginning.
/// If the tween is playing forward, this means the tween's start.
/// If the tween is playing in reverse, this means the tween's end.
///
public void ResetToBeginning ()
{
mStarted = false;
mFactor = (amountPerDelta < 0f) ? 1f : 0f;
Sample(mFactor, false);
}
///
/// Manually start the tweening process, reversing its direction.
///
public void Toggle ()
{
if (mFactor > 0f)
{
mAmountPerDelta = -amountPerDelta;
}
else
{
mAmountPerDelta = Mathf.Abs(amountPerDelta);
}
enabled = true;
}
///
/// Actual tweening logic should go here.
///
abstract protected void OnUpdate (float factor, bool isFinished);
///
/// Starts the tweening operation.
///
static public T Begin (GameObject go, float duration) where T : Tweener
{
T comp = go.GetComponent();
if (comp != null && comp.tweenGroup != 0)
{
comp = null;
T[] comps = go.GetComponents();
for (int i = 0, imax = comps.Length; i < imax; ++i)
{
comp = comps[i];
if (comp != null && comp.tweenGroup == 0) break;
comp = null;
}
}
if (comp == null)
{
comp = go.AddComponent();
comp.animationCurve = new AnimationCurve(new Keyframe(0f, 0f, 0f, 1f), new Keyframe(1f, 1f, 1f, 0f));
}
comp.mStarted = false;
if(duration > 0)
comp.duration = duration;
comp.mFactor = 0f;
comp.mAmountPerDelta = Mathf.Abs(comp.amountPerDelta);
comp.style = Style.Once;
comp.enabled = true;
if (duration <= 0f)
{
comp.Sample(1f, true);
comp.enabled = false;
}
return comp;
}
///
/// Set the 'from' value to the current one.
///
public virtual void SetStartToCurrentValue () { }
///
/// Set the 'to' value to the current one.
///
public virtual void SetEndToCurrentValue () { }
static public Vector3 SpringDampen(ref Vector3 velocity, float strength, float deltaTime)
{
if (deltaTime > 1f) deltaTime = 1f;
float dampeningFactor = 1f - strength * 0.001f;
int ms = Mathf.RoundToInt(deltaTime * 1000f);
float totalDampening = Mathf.Pow(dampeningFactor, ms);
Vector3 vTotal = velocity * ((totalDampening - 1f) / Mathf.Log(dampeningFactor));
velocity = velocity * totalDampening;
return vTotal * 0.06f;
}
///
/// Same as the Vector3 version, it's a framerate-independent Lerp.
///
static public Vector2 SpringDampen(ref Vector2 velocity, float strength, float deltaTime)
{
if (deltaTime > 1f) deltaTime = 1f;
float dampeningFactor = 1f - strength * 0.001f;
int ms = Mathf.RoundToInt(deltaTime * 1000f);
float totalDampening = Mathf.Pow(dampeningFactor, ms);
Vector2 vTotal = velocity * ((totalDampening - 1f) / Mathf.Log(dampeningFactor));
velocity = velocity * totalDampening;
return vTotal * 0.06f;
}
///
/// Calculate how much to interpolate by.
///
static public float SpringLerp(float strength, float deltaTime)
{
if (deltaTime > 1f) deltaTime = 1f;
int ms = Mathf.RoundToInt(deltaTime * 1000f);
deltaTime = 0.001f * strength;
float cumulative = 0f;
for (int i = 0; i < ms; ++i) cumulative = Mathf.Lerp(cumulative, 1f, deltaTime);
return cumulative;
}
///
/// Mathf.Lerp(from, to, Time.deltaTime * strength) is not framerate-independent. This function is.
///
static public float SpringLerp(float from, float to, float strength, float deltaTime)
{
if (deltaTime > 1f) deltaTime = 1f;
int ms = Mathf.RoundToInt(deltaTime * 1000f);
deltaTime = 0.001f * strength;
for (int i = 0; i < ms; ++i) from = Mathf.Lerp(from, to, deltaTime);
return from;
}
///
/// Vector2.Lerp(from, to, Time.deltaTime * strength) is not framerate-independent. This function is.
///
static public Vector2 SpringLerp(Vector2 from, Vector2 to, float strength, float deltaTime)
{
return Vector2.Lerp(from, to, SpringLerp(strength, deltaTime));
}
///
/// Vector3.Lerp(from, to, Time.deltaTime * strength) is not framerate-independent. This function is.
///
static public Vector3 SpringLerp(Vector3 from, Vector3 to, float strength, float deltaTime)
{
return Vector3.Lerp(from, to, SpringLerp(strength, deltaTime));
}
///
/// Quaternion.Slerp(from, to, Time.deltaTime * strength) is not framerate-independent. This function is.
///
static public Quaternion SpringLerp(Quaternion from, Quaternion to, float strength, float deltaTime)
{
return Quaternion.Slerp(from, to, SpringLerp(strength, deltaTime));
}
private void OnEnable()
{
if(needEnableReset)
{
duration = 1;
mDuration = 0;
mAmountPerDelta = 1000;
ResetToBeginning();
PlayForward();
}
}
}