??
使用
示例用法 (将此脚本附加到一个游戏物体):
数组,它将显示您的对象,如 Positions/Rotations/Alphas有 5 的参数,这种工作方式:
Total Time:此操作将需要多长时间。
Delay:此操作将等多久才能启动。(如果此操作有一个或多个操作在它之前,你可能想添加所用总的时间)
Ease:你想要对此"tween"什么样的行为呢
Tween Value:最后Translation/Rotation/Alpha 的元素。
Loop Array:将它循环吗?
UnityTween.cs (多次使用了foreach在实际使用应该改为for)
using UnityEngine; using System.Collections; //Tween position object class [System.Serializable] public class TweenPositionObject : BaseTweenObject { public Vector3 tweenValue; private Vector3 _startValue; public Vector3 startValue { set{_startValue = value;} get{return _startValue;} } public TweenPositionObject () { this.tweenType = TweenType.TweenPosition; } } //Tween rotation object class [System.Serializable] public class TweenRotationObject : BaseTweenObject { public Vector3 tweenValue; private Vector3 _startValue; public Vector3 startValue { set{_startValue = value;} get{return _startValue;} } public TweenRotationObject () { this.tweenType = TweenType.TweenRotation; } } //Tween Alpha object class [System.Serializable] public class TweenAlphaObject : BaseTweenObject { public float tweenValue; private float _startValue; public float startValue { set{_startValue = value;} get{return _startValue;} } public TweenAlphaObject () { this.tweenType = TweenType.TweenAlpha; } } //Engine class public class UnityTween : MonoBehaviour { public TweenPositionObject[] positions = new TweenPositionObject[0]; public TweenRotationObject[] rotations = new TweenRotationObject[0]; public TweenAlphaObject[] alphas = new TweenAlphaObject[0]; public bool loopArray; private ArrayList tweens; void Start () { this.tweens = new ArrayList(); this.AddTweens(); } private void AddTweens () { foreach(TweenPositionObject tween in positions) { TweenPosition(tween); } foreach(TweenRotationObject tween in rotations) { TweenRotation(tween); } foreach(TweenAlphaObject tween in alphas) { TweenAlpha(tween); } } //Add Tween in arrayList //Tween position public void TweenPosition (TweenPositionObject obj) { TweenPositionObject tween = new TweenPositionObject(); tween.startTime = Time.time; tween.CopyTween(obj); tween.tweenValue = obj.tweenValue; tween.Init(); this.tweens.Add(tween); } //Tween rotation public void TweenRotation (TweenRotationObject obj) { TweenRotationObject tween = new TweenRotationObject(); tween.startTime = Time.time; tween.CopyTween(obj); tween.tweenValue = obj.tweenValue; tween.Init(); this.tweens.Add(tween); } //Tween alpha public void TweenAlpha (TweenAlphaObject obj) { TweenAlphaObject tween = new TweenAlphaObject(); tween.startTime = Time.time; tween.CopyTween(obj); tween.tweenValue = obj.tweenValue; tween.Init(); this.tweens.Add(tween); } //Clear Tweens with the same type private void ClearTweensSameType (BaseTweenObject obj) { foreach (BaseTweenObject tween in tweens) { if(tween.id != obj.id && tween.tweenType == obj.tweenType) tween.ended = true; } } //Updates void Update () { this.DetectDelay(); this.UpdateTween(); } //Detect when delay was passed private void DetectDelay () { foreach (BaseTweenObject tween in tweens) { if(Time.time > tween.startTime + tween.delay && !tween.canStart) { if(tween.tweenType == TweenType.TweenPosition) { TweenPositionObject tweenPos = tween as TweenPositionObject; tweenPos.startValue = this.transform.position; } else if(tween.tweenType == TweenType.TweenRotation) { TweenRotationObject tweenRot = tween as TweenRotationObject; tweenRot.startValue = this.transform.rotation.eulerAngles; } else if(tween.tweenType == TweenType.TweenAlpha) { TweenAlphaObject tweenAlpha = tween as TweenAlphaObject; if(GetComponent<GUITexture>() != null) tweenAlpha.startValue = GetComponent<GUITexture>().color.a; else tweenAlpha.startValue = this.GetComponent<Renderer>().material.color.a; } this.ClearTweensSameType(tween); tween.canStart = true; } } } //Update tween by type private void UpdateTween () { int tweenCompleted = 0; foreach (BaseTweenObject tween in tweens) { if(tween.canStart && !tween.ended) { if(tween.tweenType == TweenType.TweenPosition) UpdatePosition(tween as TweenPositionObject); else if(tween.tweenType == TweenType.TweenRotation) UpdateRotation(tween as TweenRotationObject); else if(tween.tweenType == TweenType.TweenAlpha) UpdateAlpha(tween as TweenAlphaObject); } if(tween.ended) tweenCompleted++; if(tweenCompleted == tweens.Count && loopArray) this.MakeLoop (); } } private void MakeLoop () { foreach (BaseTweenObject tween in tweens) { tween.ended = false; tween.canStart = false; tween.startTime = Time.time; } } //Update Position private void UpdatePosition(TweenPositionObject tween) { Vector3 begin = tween.startValue; Vector3 finish = tween.tweenValue; Vector3 change = finish - begin; float duration = tween.totalTime; float currentTime = Time.time - (tween.startTime + tween.delay); if(duration == 0) { this.EndTween(tween); this.transform.position = finish; return; } if(Time.time > tween.startTime + tween.delay + duration) this.EndTween(tween); this.transform.position = Equations.ChangeVector(currentTime, begin, change ,duration, tween.ease); } //Update Rotation private void UpdateRotation(TweenRotationObject tween) { Vector3 begin = tween.startValue; Vector3 finish = tween.tweenValue; Vector3 change = finish - begin; float duration = tween.totalTime; float currentTime = Time.time - (tween.startTime + tween.delay); if(duration == 0) { this.EndTween(tween); this.transform.position = finish; return; } if(Time.time > tween.startTime + tween.delay + duration) this.EndTween(tween); this.transform.rotation = Quaternion.Euler(Equations.ChangeVector(currentTime, begin, change ,duration, tween.ease)); } //Update Alpha private void UpdateAlpha(TweenAlphaObject tween) { float begin = tween.startValue; float finish = tween.tweenValue; float change = finish - begin; float duration = tween.totalTime; float currentTime = Time.time - (tween.startTime + tween.delay); float alpha = Equations.ChangeFloat(currentTime, begin, change ,duration, tween.ease); float redColor; float redGreen; float redBlue; if(GetComponent<GUITexture>() != null) { redColor = GetComponent<GUITexture>().color.r; redGreen = GetComponent<GUITexture>().color.g; redBlue = GetComponent<GUITexture>().color.b; GetComponent<GUITexture>().color = new Color(redColor,redGreen,redBlue,alpha); if(duration == 0) { this.EndTween(tween); GetComponent<GUITexture>().color = new Color(redColor,redGreen,redBlue,finish); return; } } else { redColor = this.GetComponent<Renderer>().material.color.r; redGreen = this.GetComponent<Renderer>().material.color.g; redBlue = this.GetComponent<Renderer>().material.color.b; this.GetComponent<Renderer>().material.color = new Color(redColor,redGreen,redBlue,alpha); if(duration == 0) { this.EndTween(tween); this.GetComponent<Renderer>().material.color = new Color(redColor,redGreen,redBlue,finish); return; } } if(Time.time > tween.startTime + tween.delay + duration) this.EndTween(tween); } private void EndTween (BaseTweenObject tween) { tween.ended = true; } }
Tween.cs
using UnityEngine; using System.Collections; public enum Ease { Linear = 0, EaseInQuad = 1, EaseOutQuad = 2, EaseInOutQuad = 3, EaseOutInQuad = 4, EaseInCubic = 5, EaseOutCubic = 6, EaseInOutCubic = 7, EaseOutInCubic = 8, EaseInQuart = 9, EaseOutQuart = 10, EaseInOutQuart = 11, EaseOutInQuart = 12, EaseInQuint = 13, EaseOutQuint = 14, EaseInOutQuint = 15, EaseOutInQuint = 16, EaseInSine = 17, EaseOutSine = 18, EaseInOutSine = 19, EaseOutInSine = 20, EaseInExpo = 21, EaseOutExpo = 22, EaseInOutExpo = 23, EaseOutInExpo = 24, EaseInCirc = 25, EaseOutCirc = 26, EaseInOutCirc = 27, EaseOutInCirc = 28, EaseInElastic = 29, EaseOutElastic = 30, EaseInOutElastic = 31, EaseOutInElastic = 32, EaseInBack = 33, EaseOutBack = 34, EaseInOutBack = 35, EaseOutInBack = 36, EaseInBounce = 37, EaseOutBounce = 38, EaseInOutBounce = 39, EaseOutInBounce = 40 } public class Equations { // TWEENING EQUATIONS floats ----------------------------------------------------------------------------------------------------- // (the original equations are Robert Penner‘s work as mentioned on the disclaimer) /** * Easing equation float for a simple linear tweening, with no easing. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseNone (float t, float b, float c, float d) { return c * t / d + b; } /** * Easing equation float for a quadratic (t^2) easing in: accelerating from zero velocity. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseInQuad (float t, float b, float c, float d) { return c * (t/=d) * t + b; } /** * Easing equation float for a quadratic (t^2) easing out: decelerating to zero velocity. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseOutQuad (float t, float b, float c, float d) { return -c *(t/=d)*(t-2) + b; } /** * Easing equation float for a quadratic (t^2) easing in/out: acceleration until halfway, then deceleration. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseInOutQuad (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; } /** * Easing equation float for a quadratic (t^2) easing out/in: deceleration until halfway, then acceleration. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseOutInQuad (float t, float b, float c, float d) { if (t < d/2) return EaseOutQuad (t*2, b, c/2, d); return EaseInQuad((t*2)-d, b+c/2, c/2, d); } /** * Easing equation float for a cubic (t^3) easing in: accelerating from zero velocity. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseInCubic (float t, float b, float c, float d) { return c*(t/=d)*t*t + b; } /** * Easing equation float for a cubic (t^3) easing out: decelerating from zero velocity. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseOutCubic (float t, float b, float c, float d) { return c*((t=t/d-1)*t*t + 1) + b; } /** * Easing equation float for a cubic (t^3) easing in/out: acceleration until halfway, then deceleration. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseInOutCubic (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; } /** * Easing equation float for a cubic (t^3) easing out/in: deceleration until halfway, then acceleration. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseOutInCubic (float t, float b, float c, float d) { if (t < d/2) return EaseOutCubic (t*2, b, c/2, d); return EaseInCubic((t*2)-d, b+c/2, c/2, d); } /** * Easing equation float for a quartic (t^4) easing in: accelerating from zero velocity. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseInQuart (float t, float b, float c, float d) { return c*(t/=d)*t*t*t + b; } /** * Easing equation float for a quartic (t^4) easing out: decelerating from zero velocity. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseOutQuart (float t, float b, float c, float d) { return -c * ((t=t/d-1)*t*t*t - 1) + b; } /** * Easing equation float for a quartic (t^4) easing in/out: acceleration until halfway, then deceleration. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseInOutQuart (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; } /** * Easing equation float for a quartic (t^4) easing out/in: deceleration until halfway, then acceleration. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseOutInQuart (float t, float b, float c, float d) { if (t < d/2) return EaseOutQuart (t*2, b, c/2, d); return EaseInQuart((t*2)-d, b+c/2, c/2, d); } /** * Easing equation float for a quintic (t^5) easing in: accelerating from zero velocity. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseInQuint (float t, float b, float c, float d) { return c*(t/=d)*t*t*t*t + b; } /** * Easing equation float for a quintic (t^5) easing out: decelerating from zero velocity. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseOutQuint (float t, float b, float c, float d) { return c*((t=t/d-1)*t*t*t*t + 1) + b; } /** * Easing equation float for a quintic (t^5) easing in/out: acceleration until halfway, then deceleration. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseInOutQuint (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; } /** * Easing equation float for a quintic (t^5) easing out/in: deceleration until halfway, then acceleration. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseOutInQuint (float t, float b, float c, float d) { if (t < d/2) return EaseOutQuint (t*2, b, c/2, d); return EaseInQuint((t*2)-d, b+c/2, c/2, d); } /** * Easing equation float for a sinusoidal (sin(t)) easing in: accelerating from zero velocity. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseInSine (float t, float b, float c, float d) { return -c * Mathf.Cos(t/d * (Mathf.PI/2)) + c + b; } /** * Easing equation float for a sinusoidal (sin(t)) easing out: decelerating from zero velocity. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseOutSine (float t, float b, float c, float d) { return c * Mathf.Sin(t/d * (Mathf.PI/2)) + b; } /** * Easing equation float for a sinusoidal (sin(t)) easing in/out: acceleration until halfway, then deceleration. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseInOutSine (float t, float b, float c, float d) { return -c/2 * (Mathf.Cos(Mathf.PI*t/d) - 1) + b; } /** * Easing equation float for a sinusoidal (sin(t)) easing out/in: deceleration until halfway, then acceleration. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseOutInSine (float t, float b, float c, float d) { if (t < d/2) return EaseOutSine (t*2, b, c/2, d); return EaseInSine((t*2)-d, b+c/2, c/2, d); } /** * Easing equation float for an exponential (2^t) easing in: accelerating from zero velocity. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseInExpo (float t, float b, float c, float d) { return (t==0) ? b : c * Mathf.Pow(2, 10 * (t/d - 1)) + b - c * 0.001f; } /** * Easing equation float for an exponential (2^t) easing out: decelerating from zero velocity. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseOutExpo (float t, float b, float c, float d) { return (t==d) ? b+c : c * 1.001f * (-Mathf.Pow(2, -10 * t/d) + 1) + b; } /** * Easing equation float for an exponential (2^t) easing in/out: acceleration until halfway, then deceleration. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseInOutExpo (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 - c * 0.0005f; return c/2 * 1.0005f * (-Mathf.Pow(2, -10 * --t) + 2) + b; } /** * Easing equation float for an exponential (2^t) easing out/in: deceleration until halfway, then acceleration. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseOutInExpo (float t, float b, float c, float d) { if (t < d/2) return EaseOutExpo (t*2, b, c/2, d); return EaseInExpo((t*2)-d, b+c/2, c/2, d); } /** * Easing equation float for a circular (sqrt(1-t^2)) easing in: accelerating from zero velocity. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseInCirc (float t, float b, float c, float d) { return -c * (Mathf.Sqrt(1 - (t/=d)*t) - 1) + b; } /** * Easing equation float for a circular (sqrt(1-t^2)) easing out: decelerating from zero velocity. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseOutCirc (float t, float b, float c, float d) { return c * Mathf.Sqrt(1 - (t=t/d-1)*t) + b; } /** * Easing equation float for a circular (sqrt(1-t^2)) easing in/out: acceleration until halfway, then deceleration. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseInOutCirc (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; } /** * Easing equation float for a circular (sqrt(1-t^2)) easing out/in: deceleration until halfway, then acceleration. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseOutInCirc (float t, float b, float c, float d) { if (t < d/2) return EaseOutCirc (t*2, b, c/2, d); return EaseInCirc((t*2)-d, b+c/2, c/2, d); } /** * Easing equation float for an elastic (exponentially decaying sine wave) easing in: accelerating from zero velocity. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @param a Amplitude. * @param p Period. * @return The correct value. */ public static float EaseInElastic (float t, float b, float c, float d) { if (t==0) return b; if ((t/=d)==1) return b+c; float p = d *.3f; float s = 0; float a = 0; if (a == 0f || a < Mathf.Abs(c)) { a = c; s = p/4; } else { s = p/(2*Mathf.PI) * Mathf.Asin (c/a); } return -(a*Mathf.Pow(2,10*(t-=1)) * Mathf.Sin( (t*d-s)*(2*Mathf.PI)/p )) + b; } /** * Easing equation float for an elastic (exponentially decaying sine wave) easing out: decelerating from zero velocity. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @param a Amplitude. * @param p Period. * @return The correct value. */ public static float EaseOutElastic (float t, float b, float c, float d) { if (t==0) return b; if ((t/=d)==1) return b+c; float p = d*.3f; float s = 0; float a = 0; if (a == 0f || a < Mathf.Abs(c)) { a = c; s = p/4; } else { s = p/(2*Mathf.PI) * Mathf.Asin (c/a); } return (a*Mathf.Pow(2,-10*t) * Mathf.Sin( (t*d-s)*(2*Mathf.PI)/p ) + c + b); } /** * Easing equation float for an elastic (exponentially decaying sine wave) easing in/out: acceleration until halfway, then deceleration. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @param a Amplitude. * @param p Period. * @return The correct value. */ public static float EaseInOutElastic (float t, float b, float c, float d) { if (t==0) return b; if ((t/=d/2)==2) return b+c; float p = d*(.3f*1.5f); float s = 0; float a = 0; if (a == 0f || a < Mathf.Abs(c)) { a = c; s = p/4; } else { s = p/(2*Mathf.PI) * Mathf.Asin (c/a); } if (t < 1) return -.5f*(a*Mathf.Pow(2,10*(t-=1)) * Mathf.Sin( (t*d-s)*(2*Mathf.PI)/p )) + b; return a*Mathf.Pow(2,-10*(t-=1)) * Mathf.Sin( (t*d-s)*(2*Mathf.PI)/p )*.5f + c + b; } /** * Easing equation float for an elastic (exponentially decaying sine wave) easing out/in: deceleration until halfway, then acceleration. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @param a Amplitude. * @param p Period. * @return The correct value. */ public static float EaseOutInElastic (float t, float b, float c, float d) { if (t < d/2) return EaseOutElastic (t*2, b, c/2, d); return EaseInElastic((t*2)-d, b+c/2, c/2, d); } /** * Easing equation float for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing in: accelerating from zero velocity. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @param s Overshoot ammount: higher s means greater overshoot (0 produces cubic easing with no overshoot, and the default value of 1.70158 produces an overshoot of 10 percent). * @return The correct value. */ public static float EaseInBack (float t, float b, float c, float d) { float s = 1.70158f; return c*(t/=d)*t*((s+1)*t - s) + b; } /** * Easing equation float for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing out: decelerating from zero velocity. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @param s Overshoot ammount: higher s means greater overshoot (0 produces cubic easing with no overshoot, and the default value of 1.70158 produces an overshoot of 10 percent). * @return The correct value. */ public static float EaseOutBack (float t, float b, float c, float d) { float s = 1.70158f; return c*((t=t/d-1)*t*((s+1)*t + s) + 1) + b; } /** * Easing equation float for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing in/out: acceleration until halfway, then deceleration. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @param s Overshoot ammount: higher s means greater overshoot (0 produces cubic easing with no overshoot, and the default value of 1.70158 produces an overshoot of 10 percent). * @return The correct value. */ public static float EaseInOutBack (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; } /** * Easing equation float for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing out/in: deceleration until halfway, then acceleration. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @param s Overshoot ammount: higher s means greater overshoot (0 produces cubic easing with no overshoot, and the default value of 1.70158 produces an overshoot of 10 percent). * @return The correct value. */ public static float EaseOutInBack (float t, float b, float c, float d) { if (t < d/2) return EaseOutBack (t*2, b, c/2, d); return EaseInBack((t*2)-d, b+c/2, c/2, d); } /** * Easing equation float for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseInBounce (float t, float b, float c, float d) { return c - EaseOutBounce (d-t, 0, c, d) + b; } /** * Easing equation float for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseOutBounce (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 + .75f) + b; } else if (t < (2.5f/2.75f)) { return c*(7.5625f*(t-=(2.25f/2.75f))*t + .9375f) + b; } else { return c*(7.5625f*(t-=(2.625f/2.75f))*t + .984375f) + b; } } /** * Easing equation float for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseInOutBounce (float t, float b, float c, float d) { if (t < d/2) return EaseInBounce (t*2, 0, c, d) * .5f + b; else return EaseOutBounce (t*2-d, 0, c, d) * .5f + c*.5f + b; } /** * Easing equation float for a bounce (exponentially decaying parabolic bounce) easing out/in: deceleration until halfway, then acceleration. * * @param t Current time (in frames or seconds). * @param b Starting value. * @param c Change needed in value. * @param d Expected easing duration (in frames or seconds). * @return The correct value. */ public static float EaseOutInBounce (float t, float b, float c, float d) { if (t < d/2) return EaseOutBounce (t*2, b, c/2, d); return EaseInBounce((t*2)-d, b+c/2, c/2, d); } public static Vector3 ChangeVector(float t , Vector3 b , Vector3 c , float d , Ease Ease) { float x = 0; float y = 0; float z = 0; if(Ease == Ease.Linear) { x = EaseNone (t , b.x , c.x , d); y = EaseNone (t , b.y , c.y , d); z = EaseNone (t , b.z , c.z , d); } else if(Ease == Ease.EaseInQuad) { x = EaseInQuad (t , b.x , c.x , d); y = EaseInQuad (t , b.y , c.y , d); z = EaseInQuad (t , b.z , c.z , d); } else if(Ease == Ease.EaseOutQuad) { x = EaseOutQuad (t , b.x , c.x , d); y = EaseOutQuad (t , b.y , c.y , d); z = EaseOutQuad (t , b.z , c.z , d); } else if(Ease == Ease.EaseInOutQuad) { x = EaseInOutQuad (t , b.x , c.x , d); y = EaseInOutQuad (t , b.y , c.y , d); z = EaseInOutQuad (t , b.z , c.z , d); } else if(Ease == Ease.EaseOutInQuad) { x = EaseOutInQuad (t , b.x , c.x , d); y = EaseOutInQuad (t , b.y , c.y , d); z = EaseOutInQuad (t , b.z , c.z , d); } else if(Ease == Ease.EaseInCubic) { x = EaseInCubic (t , b.x , c.x , d); y = EaseInCubic (t , b.y , c.y , d); z = EaseInCubic (t , b.z , c.z , d); } else if(Ease == Ease.EaseOutCubic) { x = EaseOutCubic (t , b.x , c.x , d); y = EaseOutCubic (t , b.y , c.y , d); z = EaseOutCubic (t , b.z , c.z , d); } else if(Ease == Ease.EaseInOutCubic) { x = EaseInOutCubic (t , b.x , c.x , d); y = EaseInOutCubic (t , b.y , c.y , d); z = EaseInOutCubic (t , b.z , c.z , d); } else if(Ease == Ease.EaseOutInCubic) { x = EaseOutInCubic (t , b.x , c.x , d); y = EaseOutInCubic (t , b.y , c.y , d); z = EaseOutInCubic (t , b.z , c.z , d); } else if(Ease == Ease.EaseInQuart) { x = EaseInQuart (t , b.x , c.x , d); y = EaseInQuart (t , b.y , c.y , d); z = EaseInQuart (t , b.z , c.z , d); } else if(Ease == Ease.EaseOutQuart) { x = EaseOutQuart (t , b.x , c.x , d); y = EaseOutQuart (t , b.y , c.y , d); z = EaseOutQuart (t , b.z , c.z , d); } else if(Ease == Ease.EaseInOutQuart) { x = EaseInOutQuart (t , b.x , c.x , d); y = EaseInOutQuart (t , b.y , c.y , d); z = EaseInOutQuart (t , b.z , c.z , d); } else if(Ease == Ease.EaseOutInQuart) { x = EaseOutInQuart (t , b.x , c.x , d); y = EaseOutInQuart (t , b.y , c.y , d); z = EaseOutInQuart (t , b.z , c.z , d); } else if(Ease == Ease.EaseInQuint) { x = EaseInQuint (t , b.x , c.x , d); y = EaseInQuint (t , b.y , c.y , d); z = EaseInQuint (t , b.z , c.z , d); } else if(Ease == Ease.EaseOutQuint) { x = EaseOutQuint (t , b.x , c.x , d); y = EaseOutQuint (t , b.y , c.y , d); z = EaseOutQuint (t , b.z , c.z , d); } else if(Ease == Ease.EaseInOutQuint) { x = EaseInOutQuint (t , b.x , c.x , d); y = EaseInOutQuint (t , b.y , c.y , d); z = EaseInOutQuint (t , b.z , c.z , d); } else if(Ease == Ease.EaseOutInQuint) { x = EaseOutInQuint (t , b.x , c.x , d); y = EaseOutInQuint (t , b.y , c.y , d); z = EaseOutInQuint (t , b.z , c.z , d); } else if(Ease == Ease.EaseInSine) { x = EaseInSine (t , b.x , c.x , d); y = EaseInSine (t , b.y , c.y , d); z = EaseInSine (t , b.z , c.z , d); } else if(Ease == Ease.EaseOutSine) { x = EaseOutSine (t , b.x , c.x , d); y = EaseOutSine (t , b.y , c.y , d); z = EaseOutSine (t , b.z , c.z , d); } else if(Ease == Ease.EaseInOutSine) { x = EaseInOutSine (t , b.x , c.x , d); y = EaseInOutSine (t , b.y , c.y , d); z = EaseInOutSine (t , b.z , c.z , d); } else if(Ease == Ease.EaseOutInSine) { x = EaseOutInSine (t , b.x , c.x , d); y = EaseOutInSine (t , b.y , c.y , d); z = EaseOutInSine (t , b.z , c.z , d); } else if(Ease == Ease.EaseInExpo) { x = EaseInExpo (t , b.x , c.x , d); y = EaseInExpo (t , b.y , c.y , d); z = EaseInExpo (t , b.z , c.z , d); } else if(Ease == Ease.EaseOutExpo) { x = EaseOutExpo (t , b.x , c.x , d); y = EaseOutExpo (t , b.y , c.y , d); z = EaseOutExpo (t , b.z , c.z , d); } else if(Ease == Ease.EaseInOutExpo) { x = EaseInOutExpo (t , b.x , c.x , d); y = EaseInOutExpo (t , b.y , c.y , d); z = EaseInOutExpo (t , b.z , c.z , d); } else if(Ease == Ease.EaseOutInExpo) { x = EaseOutInExpo (t , b.x , c.x , d); y = EaseOutInExpo (t , b.y , c.y , d); z = EaseOutInExpo (t , b.z , c.z , d); } else if(Ease == Ease.EaseInCirc) { x = EaseInCirc (t , b.x , c.x , d); y = EaseInCirc (t , b.y , c.y , d); z = EaseInCirc (t , b.z , c.z , d); } else if(Ease == Ease.EaseOutCirc) { x = EaseOutCirc (t , b.x , c.x , d); y = EaseOutCirc (t , b.y , c.y , d); z = EaseOutCirc (t , b.z , c.z , d); } else if(Ease == Ease.EaseInOutCirc) { x = EaseInOutCirc (t , b.x , c.x , d); y = EaseInOutCirc (t , b.y , c.y , d); z = EaseInOutCirc (t , b.z , c.z , d); } else if(Ease == Ease.EaseOutInCirc) { x = EaseOutInCirc (t , b.x , c.x , d); y = EaseOutInCirc (t , b.y , c.y , d); z = EaseOutInCirc (t , b.z , c.z , d); } else if(Ease == Ease.EaseInElastic) { x = EaseInElastic (t , b.x , c.x , d); y = EaseInElastic (t , b.y , c.y , d); z = EaseInElastic (t , b.z , c.z , d); } else if(Ease == Ease.EaseOutElastic) { x = EaseOutElastic (t , b.x , c.x , d); y = EaseOutElastic (t , b.y , c.y , d); z = EaseOutElastic (t , b.z , c.z , d); } else if(Ease == Ease.EaseInOutElastic) { x = EaseInOutElastic (t , b.x , c.x , d); y = EaseInOutElastic (t , b.y , c.y , d); z = EaseInOutElastic (t , b.z , c.z , d); } else if(Ease == Ease.EaseOutInElastic) { x = EaseOutInElastic (t , b.x , c.x , d); y = EaseOutInElastic (t , b.y , c.y , d); z = EaseOutInElastic (t , b.z , c.z , d); } else if(Ease == Ease.EaseInBack) { x = EaseInBack (t , b.x , c.x , d); y = EaseInBack (t , b.y , c.y , d); z = EaseInBack (t , b.z , c.z , d); } else if(Ease == Ease.EaseOutBack) { x = EaseOutBack (t , b.x , c.x , d); y = EaseOutBack (t , b.y , c.y , d); z = EaseOutBack (t , b.z , c.z , d); } else if(Ease == Ease.EaseInOutBack) { x = EaseInOutBack (t , b.x , c.x , d); y = EaseInOutBack (t , b.y , c.y , d); z = EaseInOutBack (t , b.z , c.z , d); } else if(Ease == Ease.EaseOutInBack) { x = EaseOutInBack (t , b.x , c.x , d); y = EaseOutInBack (t , b.y , c.y , d); z = EaseOutInBack (t , b.z , c.z , d); } else if(Ease == Ease.EaseInBounce) { x = EaseInBounce (t , b.x , c.x , d); y = EaseInBounce (t , b.y , c.y , d); z = EaseInBounce (t , b.z , c.z , d); } else if(Ease == Ease.EaseOutBounce) { x = EaseOutBounce (t , b.x , c.x , d); y = EaseOutBounce (t , b.y , c.y , d); z = EaseOutBounce (t , b.z , c.z , d); } else if(Ease == Ease.EaseInOutBounce) { x = EaseInOutBounce (t , b.x , c.x , d); y = EaseInOutBounce (t , b.y , c.y , d); z = EaseInOutBounce (t , b.z , c.z , d); } else if(Ease == Ease.EaseOutInBounce) { x = EaseOutInBounce (t , b.x , c.x , d); y = EaseOutInBounce (t , b.y , c.y , d); z = EaseOutInBounce (t , b.z , c.z , d); } return new Vector3(x,y,z); } public static float ChangeFloat(float t , float b , float c , float d , Ease Ease) { float value = 0; if(Ease == Ease.Linear) value = EaseNone (t , b , c , d); else if(Ease == Ease.EaseInQuad) value = EaseInQuad (t , b , c , d); else if(Ease == Ease.EaseOutQuad) value = EaseOutQuad (t , b , c , d); else if(Ease == Ease.EaseInOutQuad) value = EaseInOutQuad (t , b , c , d); else if(Ease == Ease.EaseOutInQuad) value = EaseOutInQuad (t , b , c , d); else if(Ease == Ease.EaseInCubic) value = EaseInCubic (t , b , c , d); else if(Ease == Ease.EaseOutCubic) value = EaseOutCubic (t , b , c , d); else if(Ease == Ease.EaseInOutCubic) value = EaseInOutCubic (t , b , c , d); else if(Ease == Ease.EaseOutInCubic) value = EaseOutInCubic (t , b , c , d); else if(Ease == Ease.EaseInQuart) value = EaseInQuart (t , b , c , d); else if(Ease == Ease.EaseOutQuart) value = EaseOutQuart (t , b , c , d); else if(Ease == Ease.EaseInOutQuart) value = EaseInOutQuart (t , b , c , d); else if(Ease == Ease.EaseOutInQuart) value = EaseOutInQuart (t , b , c , d); else if(Ease == Ease.EaseInQuint) value = EaseInQuint (t , b , c , d); else if(Ease == Ease.EaseOutQuint) value = EaseOutQuint (t , b , c , d); else if(Ease == Ease.EaseInOutQuint) value = EaseInOutQuint (t , b , c , d); else if(Ease == Ease.EaseOutInQuint) value = EaseOutInQuint (t , b , c , d); else if(Ease == Ease.EaseInSine) value = EaseInSine (t , b , c , d); else if(Ease == Ease.EaseOutSine) value = EaseOutSine (t , b , c , d); else if(Ease == Ease.EaseInOutSine) value = EaseInOutSine (t , b , c , d); else if(Ease == Ease.EaseOutInSine) value = EaseOutInSine (t , b , c , d); else if(Ease == Ease.EaseInExpo) value = EaseInExpo (t , b , c , d); else if(Ease == Ease.EaseOutExpo) value = EaseOutExpo (t , b , c , d); else if(Ease == Ease.EaseInOutExpo) value = EaseInOutExpo (t , b , c , d); else if(Ease == Ease.EaseOutInExpo) value = EaseOutInExpo (t , b , c , d); else if(Ease == Ease.EaseInCirc) value = EaseInCirc (t , b , c , d); else if(Ease == Ease.EaseOutCirc) value = EaseOutCirc (t , b , c , d); else if(Ease == Ease.EaseInOutCirc) value = EaseInOutCirc (t , b , c , d); else if(Ease == Ease.EaseOutInCirc) value = EaseOutInCirc (t , b , c , d); else if(Ease == Ease.EaseInElastic) value = EaseInElastic (t , b , c , d); else if(Ease == Ease.EaseOutElastic) value = EaseOutElastic (t , b , c , d); else if(Ease == Ease.EaseInOutElastic) value = EaseInOutElastic (t , b , c , d); else if(Ease == Ease.EaseOutInElastic) value = EaseOutInElastic (t , b , c , d); else if(Ease == Ease.EaseInBack) value = EaseInBack (t , b , c , d); else if(Ease == Ease.EaseOutBack) value = EaseOutBack (t , b , c , d); else if(Ease == Ease.EaseInOutBack) value = EaseInOutBack (t , b , c , d); else if(Ease == Ease.EaseOutInBack) value = EaseOutInBack (t , b , c , d); else if(Ease == Ease.EaseInBounce) value = EaseInBounce (t , b , c , d); else if(Ease == Ease.EaseOutBounce) value = EaseOutBounce (t , b , c , d); else if(Ease == Ease.EaseInOutBounce) value = EaseInOutBounce (t , b , c , d); else if(Ease == Ease.EaseOutInBounce) value = EaseOutInBounce (t , b , c , d); return value; } }
BaseTweenObject.cs
using UnityEngine; using System.Collections; public enum TweenType { TweenPosition = 0, TweenRotation = 1, TweenAlpha = 2 } public class BaseTweenObject { public float totalTime = 0; public float delay = 0; public Ease ease = Ease.Linear; private TweenType _tweenType; public TweenType tweenType { set{_tweenType = value;} get{return _tweenType;} } private float _startTime; public float startTime { set{_startTime = value;} get{return _startTime;} } private bool _ended = false; public bool ended { set{_ended = value;} get{return _ended;} } private bool _canStart = false; public bool canStart { set{_canStart = value;} get{return _canStart;} } private string _id = ""; public string id { set{_id = value;} get{return _id;} } public BaseTweenObject () { } public void Init() { this.id = "tween" + Time.time.ToString(); } public void CopyTween (BaseTweenObject tween) { this.totalTime = tween.totalTime; this.delay = tween.delay; this.ease = tween.ease; this.tweenType = tween.tweenType; } }
时间: 2024-10-10 06:41:20