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- using System;
- using System.Collections.Generic;
- using UnityEngine;
-
- namespace XCharts.Runtime
- {
- public enum AnimationType
- {
- /// <summary>
- /// he default. An animation playback mode will be selected according to the actual situation.
- /// |默认。内部会根据实际情况选择一种动画播放方式。
- /// </summary>
- Default,
- /// <summary>
- /// Play the animation from left to right.
- /// |从左往右播放动画。
- /// </summary>
- LeftToRight,
- /// <summary>
- /// Play the animation from bottom to top.
- /// |从下往上播放动画。
- /// </summary>
- BottomToTop,
- /// <summary>
- /// Play animations from the inside out.
- /// |由内到外播放动画。
- /// </summary>
- InsideOut,
- /// <summary>
- /// Play the animation along the path.
- /// |沿着路径播放动画。当折线图从左到右无序或有折返时,可以使用该模式。
- /// </summary>
- AlongPath,
- /// <summary>
- /// Play the animation clockwise.
- /// |顺时针播放动画。
- /// </summary>
- Clockwise,
- }
-
- public enum AnimationEasing
- {
- Linear,
- }
-
- /// <summary>
- /// the animation of serie.
- /// |动画表现。
- /// </summary>
- [System.Serializable]
- public class AnimationStyle : ChildComponent
- {
- [SerializeField] private bool m_Enable = true;
- [SerializeField] private AnimationType m_Type;
- [SerializeField] private AnimationEasing m_Easting;
- [SerializeField] private int m_Threshold = 2000;
- [SerializeField] private float m_FadeInDuration = 1000;
- [SerializeField] private float m_FadeInDelay = 0;
- [SerializeField] private float m_FadeOutDuration = 1000f;
- [SerializeField] private float m_FadeOutDelay = 0;
- [SerializeField] private bool m_DataChangeEnable = true;
- [SerializeField] private float m_DataChangeDuration = 500;
- [SerializeField] private float m_ActualDuration;
- [SerializeField][Since("v3.4.0")] private bool m_UnscaledTime;
- /// <summary>
- /// 自定义渐入动画延时函数。返回ms值。
- /// </summary>
- public AnimationDelayFunction fadeInDelayFunction;
- /// <summary>
- /// 自定义渐入动画时长函数。返回ms值。
- /// </summary>
- public AnimationDurationFunction fadeInDurationFunction;
- /// <summary>
- /// 自定义渐出动画延时函数。返回ms值。
- /// </summary>
- public AnimationDelayFunction fadeOutDelayFunction;
- /// <summary>
- /// 自定义渐出动画时长函数。返回ms值。
- /// </summary>
- public AnimationDurationFunction fadeOutDurationFunction;
- public AnimationStyleContext context = new AnimationStyleContext();
-
- /// <summary>
- /// Whether to enable animation.
- /// |是否开启动画效果。
- /// </summary>
- public bool enable { get { return m_Enable; } set { m_Enable = value; } }
- /// <summary>
- /// The type of animation.
- /// |动画类型。
- /// </summary>
- public AnimationType type { get { return m_Type; } set { m_Type = value; } }
- /// <summary>
- /// Easing method used for the first animation.
- /// |动画的缓动效果。
- /// </summary>
- //public Easing easting { get { return m_Easting; } set { m_Easting = value; } }
- /// <summary>
- /// The milliseconds duration of the fadeIn animation.
- /// |设定的渐入动画时长(毫秒)。如果要设置单个数据项的渐入时长,可以用代码定制:customFadeInDuration。
- /// </summary>
- public float fadeInDuration { get { return m_FadeInDuration; } set { m_FadeInDuration = value < 0 ? 0 : value; } }
- /// <summary>
- /// The milliseconds duration of the fadeOut animation.
- /// |设定的渐出动画时长(毫秒)。如果要设置单个数据项的渐出时长,可以用代码定制:customFadeOutDuration。
- /// </summary>
- public float fadeOutDuration { get { return m_FadeOutDuration; } set { m_FadeOutDuration = value < 0 ? 0 : value; } }
- /// <summary>
- /// The milliseconds actual duration of the first animation.
- /// |实际的动画时长(毫秒)。
- /// </summary>
- public float actualDuration { get { return m_ActualDuration; } }
- /// <summary>
- /// Whether to set graphic number threshold to animation. Animation will be disabled when graphic number is larger than threshold.
- /// |是否开启动画的阈值,当单个系列显示的图形数量大于这个阈值时会关闭动画。
- /// </summary>
- public int threshold { get { return m_Threshold; } set { m_Threshold = value; } }
- /// <summary>
- /// The milliseconds delay before updating the first animation.
- /// |渐入动画延时(毫秒)。如果要设置单个数据项的延时,可以用代码定制:customFadeInDelay。
- /// </summary>
- public float fadeInDelay { get { return m_FadeInDelay; } set { m_FadeInDelay = value < 0 ? 0 : value; } }
- /// <summary>
- /// 渐出动画延时(毫秒)。如果要设置单个数据项的延时,可以用代码定制:customFadeOutDelay。
- /// </summary>
- public float fadeOutDelay { get { return m_FadeOutDelay; } set { m_FadeInDelay = value < 0 ? 0 : value; } }
- /// <summary>
- /// 是否开启数据变更动画。
- /// </summary>
- public bool dataChangeEnable { get { return m_DataChangeEnable; } set { m_DataChangeEnable = value; } }
- /// <summary>
- /// The milliseconds duration of the data change animation.
- /// |数据变更的动画时长(毫秒)。
- /// </summary>
- public float dataChangeDuration { get { return m_DataChangeDuration; } set { m_DataChangeDuration = value < 0 ? 0 : value; } }
- /// <summary>
- /// Animation updates independently of Time.timeScale.
- /// |动画是否受TimeScaled的影响。默认为 false 受TimeScaled的影响。
- /// </summary>
- public bool unscaledTime { get { return m_UnscaledTime; } set { m_UnscaledTime = value; } }
- /// <summary>
- /// 渐入动画完成回调
- /// </summary>
- public Action fadeInFinishCallback { get; set; }
- /// <summary>
- /// 渐出动画完成回调
- /// </summary>
- public Action fadeOutFinishCallback { get; set; }
- private Dictionary<int, float> m_ItemCurrProgress = new Dictionary<int, float>();
- private Dictionary<int, float> m_ItemDestProgress = new Dictionary<int, float>();
- private bool m_FadeIn = false;
- private bool m_IsEnd = true;
- private bool m_IsPause = false;
- private bool m_FadeOut = false;
- private bool m_FadeOuted = false;
- private bool m_IsInit = false;
-
- private float startTime { get; set; }
- private float m_CurrDetailProgress;
- private float m_DestDetailProgress;
- private float m_TotalDetailProgress;
- private float m_CurrSymbolProgress;
- private Vector3 m_LinePathLastPos;
-
- public void FadeIn()
- {
- if (m_FadeOut)
- return;
-
- if (m_IsPause)
- {
- m_IsPause = false;
- return;
- }
-
- if (m_FadeIn)
- return;
-
- startTime = Time.time;
- m_FadeIn = true;
- m_IsEnd = false;
- m_IsInit = false;
- m_IsPause = false;
- m_FadeOuted = false;
- m_CurrDetailProgress = 0;
- m_DestDetailProgress = 1;
- m_CurrSymbolProgress = 0;
- m_ItemCurrProgress.Clear();
- m_ItemDestProgress.Clear();
- }
-
- public void Restart()
- {
- Reset();
- FadeIn();
- }
-
- public void FadeOut()
- {
- if (m_IsPause)
- {
- m_IsPause = false;
- return;
- }
-
- m_FadeOut = true;
- startTime = Time.time;
- m_FadeIn = true;
- m_IsEnd = false;
- m_IsInit = false;
- m_IsPause = false;
- m_CurrDetailProgress = 0;
- m_DestDetailProgress = 1;
- m_CurrSymbolProgress = 0;
- m_ItemCurrProgress.Clear();
- m_ItemDestProgress.Clear();
- }
-
- public void Pause()
- {
- if (!m_IsPause)
- {
- m_IsPause = true;
- }
- }
-
- public void Resume()
- {
- if (m_IsPause)
- {
- m_IsPause = false;
- }
- }
-
- private void End()
- {
- if (m_IsEnd)
- return;
-
- m_ActualDuration = (int) ((Time.time - startTime) * 1000) - (m_FadeOut ? fadeOutDelay : fadeInDelay);
- m_IsEnd = true;
- m_IsInit = false;
-
- if (m_FadeIn)
- {
- m_FadeIn = false;
- if (fadeInFinishCallback != null)
- {
- fadeInFinishCallback();
- }
- }
- if (m_FadeOut)
- {
- m_FadeOut = false;
- m_FadeOuted = true;
- if (fadeOutFinishCallback != null)
- {
- fadeOutFinishCallback();
- }
- }
- }
-
- public void Reset()
- {
- m_FadeIn = false;
- m_IsEnd = true;
- m_IsInit = false;
- m_IsPause = false;
- m_FadeOut = false;
- m_FadeOuted = false;
- m_ItemCurrProgress.Clear();
- }
-
- public void InitProgress(float curr, float dest)
- {
- if (m_IsInit || m_IsEnd)
- return;
-
- m_IsInit = true;
- m_TotalDetailProgress = dest - curr;
-
- if (m_FadeOut)
- {
- m_CurrDetailProgress = dest;
- m_DestDetailProgress = curr;
- }
- else
- {
- m_CurrDetailProgress = curr;
- m_DestDetailProgress = dest;
- }
- }
-
- public void InitProgress(List<Vector3> paths, bool isY)
- {
- if (paths.Count < 1) return;
- var sp = paths[0];
- var ep = paths[paths.Count - 1];
- var currDetailProgress = isY ? sp.y : sp.x;
- var totalDetailProgress = isY ? ep.y : ep.x;
- if (context.type == AnimationType.AlongPath)
- {
- currDetailProgress = 0;
- totalDetailProgress = 0;
- var lp = sp;
- for (int i = 1; i < paths.Count; i++)
- {
- var np = paths[i];
- totalDetailProgress += Vector3.Distance(np, lp);
- lp = np;
- }
- m_LinePathLastPos = sp;
- context.currentPathDistance = 0;
- }
- InitProgress(currDetailProgress, totalDetailProgress);
- }
-
- private void SetDataCurrProgress(int index, float state)
- {
- m_ItemCurrProgress[index] = state;
- }
-
- private float GetDataCurrProgress(int index, float initValue, float destValue, ref bool isBarEnd)
- {
- if (IsInDelay())
- {
- isBarEnd = false;
- return initValue;
- }
- var c1 = !m_ItemCurrProgress.ContainsKey(index);
- var c2 = !m_ItemDestProgress.ContainsKey(index);
- if (c1 || c2)
- {
- if (c1)
- m_ItemCurrProgress.Add(index, initValue);
-
- if (c2)
- m_ItemDestProgress.Add(index, destValue);
-
- isBarEnd = false;
- }
- else
- {
- isBarEnd = m_ItemCurrProgress[index] == m_ItemDestProgress[index];
- }
- return m_ItemCurrProgress[index];
- }
-
- public bool IsFinish()
- {
- #if UNITY_EDITOR
- if (!Application.isPlaying)
- return true;
- #endif
- if (!m_Enable || m_IsEnd)
- return true;
- if (IsIndexAnimation())
- {
- if (m_FadeOut) return m_CurrDetailProgress <= m_DestDetailProgress;
- else return m_CurrDetailProgress > m_DestDetailProgress;
- }
- if (IsItemAnimation())
- return false;
- return true;
- }
-
- public bool IsInFadeOut()
- {
- return m_FadeOut;
- }
-
- public bool IsInDelay()
- {
- if (m_FadeOut)
- return (fadeOutDelay > 0 && Time.time - startTime < fadeOutDelay / 1000);
- else
- return (fadeInDelay > 0 && Time.time - startTime < fadeInDelay / 1000);
- }
-
- public bool IsItemAnimation()
- {
- return context.type == AnimationType.BottomToTop || context.type == AnimationType.InsideOut;
- }
-
- public bool IsIndexAnimation()
- {
- return context.type == AnimationType.LeftToRight ||
- context.type == AnimationType.Clockwise ||
- context.type == AnimationType.AlongPath;
- }
-
- public float GetIndexDelay(int dataIndex)
- {
- if (m_FadeOut && fadeOutDelayFunction != null)
- return fadeOutDelayFunction(dataIndex);
- else if (m_FadeIn && fadeInDelayFunction != null)
- return fadeInDelayFunction(dataIndex);
- else
- return 0;
- }
-
- public bool IsInIndexDelay(int dataIndex)
- {
- return Time.time - startTime < GetIndexDelay(dataIndex) / 1000f;
- }
-
- public bool IsAllOutDelay(int dataCount)
- {
- var nowTime = Time.time - startTime;
- for (int i = 0; i < dataCount; i++)
- {
- if (nowTime < GetIndexDelay(i) / 1000)
- return false;
- }
- return true;
- }
-
- public bool CheckDetailBreak(float detail)
- {
- if (!IsIndexAnimation())
- return false;
- return !IsFinish() && detail > m_CurrDetailProgress;
- }
-
- public bool CheckDetailBreak(Vector3 pos, bool isYAxis)
- {
- if (!IsIndexAnimation())
- return false;
-
- if (IsFinish())
- return false;
-
- if (context.type == AnimationType.AlongPath)
- {
- context.currentPathDistance += Vector3.Distance(pos, m_LinePathLastPos);
- m_LinePathLastPos = pos;
- return CheckDetailBreak(context.currentPathDistance);
- }
- else
- {
- if (isYAxis)
- return pos.y > m_CurrDetailProgress;
- else
- return pos.x > m_CurrDetailProgress;
- }
- }
-
- public void CheckProgress()
- {
- if (IsItemAnimation() && context.isAllItemAnimationEnd)
- {
- End();
- return;
- }
- CheckProgress(m_TotalDetailProgress);
- }
-
- public void CheckProgress(double total)
- {
- if (IsFinish())
- return;
-
- if (!m_IsInit || m_IsPause || m_IsEnd)
- return;
-
- if (IsInDelay())
- return;
-
- m_ActualDuration = (int) ((Time.time - startTime) * 1000) - fadeInDelay;
- var duration = GetCurrAnimationDuration();
- var delta = (float) (total / duration * (m_UnscaledTime ? Time.unscaledDeltaTime : Time.deltaTime));
- if (m_FadeOut)
- {
- m_CurrDetailProgress -= delta;
- if (m_CurrDetailProgress <= m_DestDetailProgress)
- {
- m_CurrDetailProgress = m_DestDetailProgress;
- End();
- }
- }
- else
- {
- m_CurrDetailProgress += delta;
- if (m_CurrDetailProgress >= m_DestDetailProgress)
- {
- m_CurrDetailProgress = m_DestDetailProgress;
- End();
- }
- }
- }
-
- internal float GetCurrAnimationDuration(int dataIndex = -1)
- {
- if (dataIndex >= 0)
- {
- if (m_FadeOut && fadeOutDurationFunction != null)
- return fadeOutDurationFunction(dataIndex) / 1000f;
- if (m_FadeIn && fadeInDurationFunction != null)
- return fadeInDurationFunction(dataIndex) / 1000f;
- }
-
- if (m_FadeOut)
- return m_FadeOutDuration > 0 ? m_FadeOutDuration / 1000 : 1f;
- else
- return m_FadeInDuration > 0 ? m_FadeInDuration / 1000 : 1f;
- }
-
- internal float CheckItemProgress(int dataIndex, float destProgress, ref bool isEnd, float startProgress = 0)
- {
- isEnd = false;
- var initHig = m_FadeOut ? destProgress : startProgress;
- var destHig = m_FadeOut ? startProgress : destProgress;
- var currHig = GetDataCurrProgress(dataIndex, initHig, destHig, ref isEnd);
- if (isEnd || IsFinish())
- {
- return m_FadeOuted ? startProgress : destProgress;
- }
- else if (IsInDelay() || IsInIndexDelay(dataIndex))
- {
- return m_FadeOut ? destProgress : startProgress;
- }
- else if (m_IsPause)
- {
- return currHig;
- }
- else
- {
- var duration = GetCurrAnimationDuration(dataIndex);
- var delta = (destProgress - startProgress) / duration * (m_UnscaledTime ? Time.unscaledDeltaTime : Time.deltaTime);
- currHig = currHig + (m_FadeOut ? -delta : delta);
- if (m_FadeOut)
- {
- if ((initHig > 0 && currHig <= 0) || (initHig < 0 && currHig >= 0))
- {
- currHig = 0;
- isEnd = true;
- }
- }
- else
- {
- if ((destProgress - startProgress > 0 && currHig > destProgress) ||
- (destProgress - startProgress < 0 && currHig < destProgress))
- {
- currHig = destProgress;
- isEnd = true;
- }
- }
- SetDataCurrProgress(dataIndex, currHig);
- return currHig;
- }
- }
-
- public void CheckSymbol(float dest)
- {
- if (!enable || m_IsEnd || m_IsPause || !m_IsInit)
- return;
-
- if (IsInDelay())
- return;
-
- var duration = GetCurrAnimationDuration();
- var delta = dest / duration * (m_UnscaledTime ? Time.unscaledDeltaTime : Time.deltaTime);
- if (m_FadeOut)
- {
- m_CurrSymbolProgress -= delta;
- if (m_CurrSymbolProgress < 0)
- m_CurrSymbolProgress = 0;
- }
- else
- {
- m_CurrSymbolProgress += delta;
- if (m_CurrSymbolProgress > dest)
- m_CurrSymbolProgress = dest;
- }
- }
-
- public float GetSysmbolSize(float dest)
- {
- #if UNITY_EDITOR
- if (!Application.isPlaying)
- return dest;
- #endif
- if (!enable)
- return dest;
-
- if (m_IsEnd)
- return m_FadeOut ? 0 : dest;
-
- return m_CurrSymbolProgress;
- }
-
- public float GetCurrDetail()
- {
- #if UNITY_EDITOR
- if (!Application.isPlaying)
- return m_DestDetailProgress;
- #endif
- return m_CurrDetailProgress;
- }
-
- public float GetCurrRate()
- {
- #if UNITY_EDITOR
- if (!Application.isPlaying)
- return 1;
- #endif
- if (!enable || m_IsEnd)
- return 1;
- return m_CurrDetailProgress;
- }
-
- public int GetCurrIndex()
- {
- #if UNITY_EDITOR
- if (!Application.isPlaying)
- return -1;
- #endif
- if (!enable || m_IsEnd)
- return -1;
- return (int) m_CurrDetailProgress;
- }
-
- public float GetUpdateAnimationDuration()
- {
- if (m_Enable && m_DataChangeEnable && IsFinish())
- return m_DataChangeDuration;
- else
- return 0;
- }
-
- public bool HasFadeOut()
- {
- return enable && m_FadeOuted && m_IsEnd;
- }
- }
- }
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