599 lines
20 KiB
C#
599 lines
20 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace XCharts.Runtime
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{
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public enum AnimationType
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{
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/// <summary>
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/// he default. An animation playback mode will be selected according to the actual situation.
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/// ||默认。内部会根据实际情况选择一种动画播放方式。
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/// </summary>
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Default,
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/// <summary>
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/// Play the animation from left to right.
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/// ||从左往右播放动画。
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/// </summary>
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LeftToRight,
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/// <summary>
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/// Play the animation from bottom to top.
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/// ||从下往上播放动画。
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/// </summary>
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BottomToTop,
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/// <summary>
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/// Play animations from the inside out.
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/// ||由内到外播放动画。
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/// </summary>
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InsideOut,
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/// <summary>
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/// Play the animation along the path.
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/// ||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。
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/// </summary>
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AlongPath,
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/// <summary>
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/// Play the animation clockwise.
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/// ||顺时针播放动画。
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/// </summary>
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Clockwise,
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}
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public enum AnimationEasing
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{
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Linear,
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}
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/// <summary>
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/// the animation of serie. support animation type: fadeIn, fadeOut, change, addition.
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/// ||动画组件,用于控制图表的动画播放。支持配置五种动画表现:FadeIn(渐入动画),FadeOut(渐出动画),Change(变更动画),Addition(新增动画),Interaction(交互动画)。
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/// 按作用的对象可以分为两类:SerieAnimation(系列动画)和DataAnimation(数据动画)。
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/// </summary>
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[System.Serializable]
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public class AnimationStyle : ChildComponent
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{
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[SerializeField] private bool m_Enable = true;
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[SerializeField] private AnimationType m_Type;
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[SerializeField] private AnimationEasing m_Easting;
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[SerializeField] private int m_Threshold = 2000;
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[SerializeField][Since("v3.4.0")] private bool m_UnscaledTime;
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[SerializeField][Since("v3.8.0")] private AnimationFadeIn m_FadeIn = new AnimationFadeIn();
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[SerializeField][Since("v3.8.0")] private AnimationFadeOut m_FadeOut = new AnimationFadeOut() { reverse = true };
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[SerializeField][Since("v3.8.0")] private AnimationChange m_Change = new AnimationChange() { duration = 500 };
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[SerializeField][Since("v3.8.0")] private AnimationAddition m_Addition = new AnimationAddition() { duration = 500 };
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[SerializeField][Since("v3.8.0")] private AnimationHiding m_Hiding = new AnimationHiding() { duration = 500 };
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[SerializeField][Since("v3.8.0")] private AnimationInteraction m_Interaction = new AnimationInteraction() { duration = 250 };
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[Obsolete("Use animation.fadeIn.delayFunction instead.", true)]
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public AnimationDelayFunction fadeInDelayFunction;
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[Obsolete("Use animation.fadeIn.durationFunction instead.", true)]
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public AnimationDurationFunction fadeInDurationFunction;
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[Obsolete("Use animation.fadeOut.delayFunction instead.", true)]
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public AnimationDelayFunction fadeOutDelayFunction;
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[Obsolete("Use animation.fadeOut.durationFunction instead.", true)]
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public AnimationDurationFunction fadeOutDurationFunction;
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[Obsolete("Use animation.fadeIn.OnAnimationEnd() instead.", true)]
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public Action fadeInFinishCallback { get; set; }
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[Obsolete("Use animation.fadeOut.OnAnimationEnd() instead.", true)]
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public Action fadeOutFinishCallback { get; set; }
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public AnimationStyleContext context = new AnimationStyleContext();
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/// <summary>
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/// Whether to enable animation.
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/// ||是否开启动画效果。
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/// </summary>
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public bool enable { get { return m_Enable; } set { m_Enable = value; } }
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/// <summary>
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/// The type of animation.
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/// ||动画类型。
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/// </summary>
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public AnimationType type
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{
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get { return m_Type; }
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set
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{
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m_Type = value;
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if (m_Type != AnimationType.Default)
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{
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context.type = m_Type;
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}
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}
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}
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/// <summary>
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/// Whether to set graphic number threshold to animation. Animation will be disabled when graphic number is larger than threshold.
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/// ||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。
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/// </summary>
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public int threshold { get { return m_Threshold; } set { m_Threshold = value; } }
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/// <summary>
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/// Animation updates independently of Time.timeScale.
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/// ||动画是否受TimeScaled的影响。默认为 false 受TimeScaled的影响。
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/// </summary>
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public bool unscaledTime { get { return m_UnscaledTime; } set { m_UnscaledTime = value; } }
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/// <summary>
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/// Fade in animation configuration.
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/// ||渐入动画配置。
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/// </summary>
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public AnimationFadeIn fadeIn { get { return m_FadeIn; } }
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/// <summary>
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/// Fade out animation configuration.
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/// ||渐出动画配置。
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/// </summary>
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public AnimationFadeOut fadeOut { get { return m_FadeOut; } }
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/// <summary>
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/// Update data animation configuration.
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/// ||数据变更动画配置。
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/// </summary>
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public AnimationChange change { get { return m_Change; } }
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/// <summary>
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/// Add data animation configuration.
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/// ||数据新增动画配置。
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/// </summary>
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public AnimationAddition addition { get { return m_Addition; } }
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/// <summary>
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/// Data hiding animation configuration.
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/// ||数据隐藏动画配置。
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/// </summary>
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public AnimationHiding hiding { get { return m_Hiding; } }
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/// <summary>
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/// Interaction animation configuration.
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/// ||交互动画配置。
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/// </summary>
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public AnimationInteraction interaction { get { return m_Interaction; } }
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private Vector3 m_LinePathLastPos;
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private List<AnimationInfo> m_Animations;
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private List<AnimationInfo> animations
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{
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get
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{
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if (m_Animations == null)
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{
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m_Animations = new List<AnimationInfo>();
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m_Animations.Add(m_FadeIn);
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m_Animations.Add(m_FadeOut);
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m_Animations.Add(m_Change);
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m_Animations.Add(m_Addition);
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m_Animations.Add(m_Hiding);
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}
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return m_Animations;
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}
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}
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/// <summary>
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/// The actived animation.
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/// ||当前激活的动画。
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/// </summary>
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public AnimationInfo activedAnimation
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{
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get
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{
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foreach (var anim in animations)
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{
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if (anim.context.start) return anim;
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}
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return null;
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}
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}
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/// <summary>
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/// Start fadein animation.
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/// ||开始渐入动画。
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/// </summary>
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public void FadeIn()
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{
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if (m_FadeOut.context.start) return;
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m_FadeIn.Start();
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}
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/// <summary>
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/// Restart the actived animation.
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/// ||重启当前激活的动画。
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/// </summary>
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public void Restart()
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{
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var anim = activedAnimation;
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Reset();
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if (anim != null)
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{
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anim.Start();
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}
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}
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/// <summary>
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/// Start fadeout animation.
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/// ||开始渐出动画。
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/// </summary>
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public void FadeOut()
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{
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m_FadeOut.Start();
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}
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/// <summary>
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/// Start additon animation.
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/// ||开始数据新增动画。
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/// </summary>
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public void Addition()
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{
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if (!enable) return;
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if (!m_FadeIn.context.start && !m_FadeOut.context.start)
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{
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m_Addition.Start(false);
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}
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}
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/// <summary>
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/// Pause all animations.
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/// ||暂停所有动画。
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/// </summary>
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public void Pause()
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{
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foreach (var anim in animations)
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{
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anim.Pause();
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}
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}
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/// <summary>
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/// Resume all animations.
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/// ||恢复所有动画。
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/// </summary>
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public void Resume()
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{
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foreach (var anim in animations)
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{
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anim.Resume();
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}
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}
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/// <summary>
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/// Reset all animations.
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/// </summary>
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public void Reset()
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{
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foreach (var anim in animations)
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{
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anim.Reset();
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}
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}
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/// <summary>
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/// Initialize animation configuration.
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/// ||初始化动画配置。
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/// </summary>
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/// <param name="curr">当前进度</param>
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/// <param name="dest">目标进度</param>
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public void InitProgress(float curr, float dest)
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{
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var anim = activedAnimation;
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if (anim == null) return;
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var isAddedAnim = anim is AnimationAddition;
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if (IsSerieAnimation())
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{
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if (isAddedAnim)
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{
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anim.Init(anim.context.currPointIndex, dest, (int)dest - 1);
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}
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else
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{
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m_Addition.context.currPointIndex = (int)dest - 1;
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anim.Init(curr, dest, (int)dest - 1);
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}
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}
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else
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{
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anim.Init(curr, dest, 0);
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}
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}
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/// <summary>
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/// Initialize animation configuration.
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/// ||初始化动画配置。
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/// </summary>
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/// <param name="paths">路径坐标点列表</param>
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/// <param name="isY">是Y轴还是X轴</param>
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public void InitProgress(List<Vector3> paths, bool isY)
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{
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if (paths.Count < 1) return;
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var anim = activedAnimation;
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if (anim == null)
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{
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m_Addition.context.currPointIndex = paths.Count - 1;
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return;
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}
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var isAddedAnim = anim is AnimationAddition;
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var startIndex = 0;
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if (isAddedAnim)
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{
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startIndex = anim.context.currPointIndex == paths.Count - 1 ?
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paths.Count - 2 :
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anim.context.currPointIndex;
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if (startIndex < 0 || startIndex > paths.Count - 2) startIndex = 0;
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}
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else
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{
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m_Addition.context.currPointIndex = paths.Count - 1;
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}
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var sp = paths[startIndex];
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var ep = paths[paths.Count - 1];
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var currDetailProgress = isY ? sp.y : sp.x;
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var totalDetailProgress = isY ? ep.y : ep.x;
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if (context.type == AnimationType.AlongPath)
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{
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currDetailProgress = 0;
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totalDetailProgress = 0;
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var lp = sp;
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for (int i = 1; i < paths.Count; i++)
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{
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var np = paths[i];
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totalDetailProgress += Vector3.Distance(np, lp);
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lp = np;
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if (startIndex > 0 && i == startIndex)
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currDetailProgress = totalDetailProgress;
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}
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m_LinePathLastPos = sp;
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context.currentPathDistance = 0;
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}
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if (sp == anim.context.currPoint && ep == anim.context.destPoint)
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{
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return;
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}
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anim.context.currPoint = sp;
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anim.context.destPoint = ep;
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anim.Init(currDetailProgress, totalDetailProgress, paths.Count - 1);
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}
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public bool IsEnd()
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{
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foreach (var animation in animations)
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{
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if (animation.context.start)
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return animation.context.end;
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}
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return m_FadeIn.context.end;
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}
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public bool IsFinish()
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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return true;
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#endif
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if (!m_Enable)
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return true;
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var animation = activedAnimation;
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if (animation != null && animation.context.end)
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return true;
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if (IsSerieAnimation())
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{
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if (m_FadeOut.context.start) return m_FadeOut.context.currProgress <= m_FadeOut.context.destProgress;
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else if (m_Addition.context.start) return m_Addition.context.currProgress >= m_Addition.context.destProgress;
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else return m_FadeIn.context.currProgress >= m_FadeIn.context.destProgress;
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}
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else if (IsDataAnimation())
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{
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if (animation == null) return true;
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else return animation.context.end;
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}
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return true;
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}
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public bool IsInDelay()
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{
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var anim = activedAnimation;
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if (anim != null)
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return anim.IsInDelay();
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return false;
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}
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/// <summary>
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/// whther animaiton is data animation. BottomToTop and InsideOut are data animation.
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/// ||是否为数据动画。BottomToTop和InsideOut类型的为数据动画。
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/// </summary>
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public bool IsDataAnimation()
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{
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return context.type == AnimationType.BottomToTop || context.type == AnimationType.InsideOut;
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}
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/// <summary>
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/// whther animaiton is serie animation. LeftToRight, AlongPath and Clockwise are serie animation.
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/// ||是否为系列动画。LeftToRight、AlongPath和Clockwise类型的为系列动画。
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/// </summary>
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public bool IsSerieAnimation()
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{
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return context.type == AnimationType.LeftToRight ||
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context.type == AnimationType.AlongPath || context.type == AnimationType.Clockwise;
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}
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public bool CheckDetailBreak(float detail)
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{
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if (!IsSerieAnimation())
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return false;
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foreach (var animation in animations)
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{
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if (animation.context.start)
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return !IsFinish() && detail > animation.context.currProgress;
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}
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return false;
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}
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public bool CheckDetailBreak(Vector3 pos, bool isYAxis)
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{
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if (!IsSerieAnimation())
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return false;
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if (IsFinish())
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return false;
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if (context.type == AnimationType.AlongPath)
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{
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context.currentPathDistance += Vector3.Distance(pos, m_LinePathLastPos);
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m_LinePathLastPos = pos;
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return CheckDetailBreak(context.currentPathDistance);
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}
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else
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{
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if (isYAxis)
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return pos.y > GetCurrDetail();
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else
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return pos.x > GetCurrDetail();
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}
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}
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public void CheckProgress()
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{
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if (IsDataAnimation() && context.isAllItemAnimationEnd)
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{
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foreach (var animation in animations)
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{
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animation.End();
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}
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return;
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}
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foreach (var animation in animations)
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{
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animation.CheckProgress(animation.context.totalProgress, m_UnscaledTime);
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}
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}
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public void CheckProgress(double total)
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{
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if (IsFinish())
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return;
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foreach (var animation in animations)
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{
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animation.CheckProgress(total, m_UnscaledTime);
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}
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}
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internal float CheckItemProgress(int dataIndex, float destProgress, ref bool isEnd, float startProgress = 0)
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{
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isEnd = false;
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var anim = activedAnimation;
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if (anim == null)
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{
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isEnd = true;
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return destProgress;
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}
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return anim.CheckItemProgress(dataIndex, destProgress, ref isEnd, startProgress, m_UnscaledTime);
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}
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public void CheckSymbol(float dest)
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{
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m_FadeIn.CheckSymbol(dest, m_UnscaledTime);
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m_FadeOut.CheckSymbol(dest, m_UnscaledTime);
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}
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public float GetSysmbolSize(float dest)
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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return dest;
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#endif
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if (!enable)
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return dest;
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if (IsEnd())
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return m_FadeOut.context.start ? 0 : dest;
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return m_FadeOut.context.start ? m_FadeOut.context.sizeProgress : m_FadeIn.context.sizeProgress;
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}
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public float GetCurrDetail()
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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{
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foreach (var animation in animations)
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{
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if (animation.context.start)
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return animation.context.destProgress;
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}
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}
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#endif
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foreach (var animation in animations)
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{
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if (animation.context.start)
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return animation.context.currProgress;
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}
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return m_FadeIn.context.currProgress;
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}
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public float GetCurrRate()
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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return 1;
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#endif
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if (!enable || IsEnd())
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return 1;
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return m_FadeOut.context.start ? m_FadeOut.context.currProgress : m_FadeIn.context.currProgress;
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}
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public int GetCurrIndex()
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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return -1;
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#endif
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if (!enable)
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return -1;
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var anim = activedAnimation;
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if (anim == null)
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return -1;
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return (int)anim.context.currProgress;
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}
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public float GetChangeDuration()
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{
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if (m_Enable && m_Change.enable)
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return m_Change.duration;
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else
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return 0;
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}
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public float GetAdditionDuration()
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{
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if (m_Enable && m_Addition.enable)
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return m_Addition.duration;
|
||
else
|
||
return 0;
|
||
}
|
||
|
||
public float GetInteractionDuration()
|
||
{
|
||
if (m_Enable && m_Interaction.enable)
|
||
return m_Interaction.duration;
|
||
else
|
||
return 0;
|
||
}
|
||
|
||
public float GetInteractionRadius(float radius)
|
||
{
|
||
if (m_Enable && m_Interaction.enable)
|
||
return m_Interaction.GetRadius(radius);
|
||
else
|
||
return radius;
|
||
}
|
||
|
||
public bool HasFadeOut()
|
||
{
|
||
return enable && m_FadeOut.context.end;
|
||
}
|
||
|
||
public bool IsFadeIn()
|
||
{
|
||
return enable && m_FadeIn.context.start;
|
||
}
|
||
|
||
public bool IsFadeOut()
|
||
{
|
||
return enable && m_FadeOut.context.start;
|
||
}
|
||
|
||
public bool CanCheckInteract()
|
||
{
|
||
return enable && interaction.enable
|
||
&& !IsFadeIn() && !IsFadeOut();
|
||
}
|
||
}
|
||
} |