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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. support animation type: fadeIn, fadeOut, change, addition.
 
-     /// ||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)。
 
-     /// 按作用的对象可以分为两类:SerieAnimation(系列动画)和DataAnimation(数据动画)。
 
-     /// </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][Since("v3.4.0")] private bool m_UnscaledTime;
 
-         [SerializeField][Since("v3.8.0")] private AnimationFadeIn m_FadeIn = new AnimationFadeIn();
 
-         [SerializeField][Since("v3.8.0")] private AnimationFadeOut m_FadeOut = new AnimationFadeOut() { reverse = true };
 
-         [SerializeField][Since("v3.8.0")] private AnimationChange m_Change = new AnimationChange() { duration = 500 };
 
-         [SerializeField][Since("v3.8.0")] private AnimationAddition m_Addition = new AnimationAddition() { duration = 500 };
 
-         [SerializeField][Since("v3.8.0")] private AnimationHiding m_Hiding = new AnimationHiding() { duration = 500 };
 
-         [SerializeField][Since("v3.8.0")] private AnimationInteraction m_Interaction = new AnimationInteraction() { duration = 250 };
 
-         [Obsolete("Use animation.fadeIn.delayFunction instead.", true)]
 
-         public AnimationDelayFunction fadeInDelayFunction;
 
-         [Obsolete("Use animation.fadeIn.durationFunction instead.", true)]
 
-         public AnimationDurationFunction fadeInDurationFunction;
 
-         [Obsolete("Use animation.fadeOut.delayFunction instead.", true)]
 
-         public AnimationDelayFunction fadeOutDelayFunction;
 
-         [Obsolete("Use animation.fadeOut.durationFunction instead.", true)]
 
-         public AnimationDurationFunction fadeOutDurationFunction;
 
-         [Obsolete("Use animation.fadeIn.OnAnimationEnd() instead.", true)]
 
-         public Action fadeInFinishCallback { get; set; }
 
-         [Obsolete("Use animation.fadeOut.OnAnimationEnd() instead.", true)]
 
-         public Action fadeOutFinishCallback { get; set; }
 
-         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;
 
-                 if (m_Type != AnimationType.Default)
 
-                 {
 
-                     context.type = m_Type;
 
-                 }
 
-             }
 
-         }
 
-         /// <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>
 
-         /// 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>
 
-         /// Fade in animation configuration.
 
-         /// ||渐入动画配置。
 
-         /// </summary>
 
-         public AnimationFadeIn fadeIn { get { return m_FadeIn; } }
 
-         /// <summary>
 
-         /// Fade out animation configuration.
 
-         /// ||渐出动画配置。
 
-         /// </summary>
 
-         public AnimationFadeOut fadeOut { get { return m_FadeOut; } }
 
-         /// <summary>
 
-         /// Update data animation configuration.
 
-         /// ||数据变更动画配置。
 
-         /// </summary>
 
-         public AnimationChange change { get { return m_Change; } }
 
-         /// <summary>
 
-         /// Add data animation configuration.
 
-         /// ||数据新增动画配置。
 
-         /// </summary>
 
-         public AnimationAddition addition { get { return m_Addition; } }
 
-         /// <summary>
 
-         /// Data hiding animation configuration.
 
-         /// ||数据隐藏动画配置。
 
-         /// </summary>
 
-         public AnimationHiding hiding { get { return m_Hiding; } }
 
-         /// <summary>
 
-         /// Interaction animation configuration.
 
-         /// ||交互动画配置。
 
-         /// </summary>
 
-         public AnimationInteraction interaction { get { return m_Interaction; } }
 
-         private Vector3 m_LinePathLastPos;
 
-         private List<AnimationInfo> m_Animations;
 
-         private List<AnimationInfo> animations
 
-         {
 
-             get
 
-             {
 
-                 if (m_Animations == null)
 
-                 {
 
-                     m_Animations = new List<AnimationInfo>();
 
-                     m_Animations.Add(m_FadeIn);
 
-                     m_Animations.Add(m_FadeOut);
 
-                     m_Animations.Add(m_Change);
 
-                     m_Animations.Add(m_Addition);
 
-                     m_Animations.Add(m_Hiding);
 
-                 }
 
-                 return m_Animations;
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// The actived animation.
 
-         /// ||当前激活的动画。
 
-         /// </summary>
 
-         public AnimationInfo activedAnimation
 
-         {
 
-             get
 
-             {
 
-                 foreach (var anim in animations)
 
-                 {
 
-                     if (anim.context.start) return anim;
 
-                 }
 
-                 return null;
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// Start fadein animation.
 
-         /// ||开始渐入动画。
 
-         /// </summary>
 
-         public void FadeIn()
 
-         {
 
-             if (m_FadeOut.context.start) return;
 
-             m_FadeIn.Start();
 
-         }
 
-         /// <summary>
 
-         /// Restart the actived animation.
 
-         /// ||重启当前激活的动画。
 
-         /// </summary>
 
-         public void Restart()
 
-         {
 
-             var anim = activedAnimation;
 
-             Reset();
 
-             if (anim != null)
 
-             {
 
-                 anim.Start();
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// Start fadeout animation.
 
-         /// ||开始渐出动画。
 
-         /// </summary>
 
-         public void FadeOut()
 
-         {
 
-             m_FadeOut.Start();
 
-         }
 
-         /// <summary>
 
-         /// Start additon animation.
 
-         /// ||开始数据新增动画。
 
-         /// </summary>
 
-         public void Addition()
 
-         {
 
-             if (!enable) return;
 
-             if (!m_FadeIn.context.start && !m_FadeOut.context.start)
 
-             {
 
-                 m_Addition.Start(false);
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// Pause all animations.
 
-         /// ||暂停所有动画。
 
-         /// </summary>
 
-         public void Pause()
 
-         {
 
-             foreach (var anim in animations)
 
-             {
 
-                 anim.Pause();
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// Resume all animations.
 
-         /// ||恢复所有动画。
 
-         /// </summary>
 
-         public void Resume()
 
-         {
 
-             foreach (var anim in animations)
 
-             {
 
-                 anim.Resume();
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// Reset all animations.
 
-         /// </summary>
 
-         public void Reset()
 
-         {
 
-             foreach (var anim in animations)
 
-             {
 
-                 anim.Reset();
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// Initialize animation configuration.
 
-         /// ||初始化动画配置。
 
-         /// </summary>
 
-         /// <param name="curr">当前进度</param>
 
-         /// <param name="dest">目标进度</param>
 
-         public void InitProgress(float curr, float dest)
 
-         {
 
-             var anim = activedAnimation;
 
-             if (anim == null) return;
 
-             var isAddedAnim = anim is AnimationAddition;
 
-             if (IsSerieAnimation())
 
-             {
 
-                 if (isAddedAnim)
 
-                 {
 
-                     anim.Init(anim.context.currPointIndex, dest, (int)dest - 1);
 
-                 }
 
-                 else
 
-                 {
 
-                     m_Addition.context.currPointIndex = (int)dest - 1;
 
-                     anim.Init(curr, dest, (int)dest - 1);
 
-                 }
 
-             }
 
-             else
 
-             {
 
-                 anim.Init(curr, dest, 0);
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// Initialize animation configuration.
 
-         /// ||初始化动画配置。
 
-         /// </summary>
 
-         /// <param name="paths">路径坐标点列表</param>
 
-         /// <param name="isY">是Y轴还是X轴</param>
 
-         public void InitProgress(List<Vector3> paths, bool isY)
 
-         {
 
-             if (paths.Count < 1) return;
 
-             var anim = activedAnimation;
 
-             if (anim == null)
 
-             {
 
-                 m_Addition.context.currPointIndex = paths.Count - 1;
 
-                 return;
 
-             }
 
-             var isAddedAnim = anim is AnimationAddition;
 
-             var startIndex = 0;
 
-             if (isAddedAnim)
 
-             {
 
-                 startIndex = anim.context.currPointIndex == paths.Count - 1 ?
 
-                     paths.Count - 2 :
 
-                     anim.context.currPointIndex;
 
-                 if (startIndex < 0 || startIndex > paths.Count - 2) startIndex = 0;
 
-             }
 
-             else
 
-             {
 
-                 m_Addition.context.currPointIndex = paths.Count - 1;
 
-             }
 
-             var sp = paths[startIndex];
 
-             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;
 
-                     if (startIndex > 0 && i == startIndex)
 
-                         currDetailProgress = totalDetailProgress;
 
-                 }
 
-                 m_LinePathLastPos = sp;
 
-                 context.currentPathDistance = 0;
 
-             }
 
-             if (sp == anim.context.currPoint && ep == anim.context.destPoint)
 
-             {
 
-                 return;
 
-             }
 
-             anim.context.currPoint = sp;
 
-             anim.context.destPoint = ep;
 
-             anim.Init(currDetailProgress, totalDetailProgress, paths.Count - 1);
 
-         }
 
-         public bool IsEnd()
 
-         {
 
-             foreach (var animation in animations)
 
-             {
 
-                 if (animation.context.start)
 
-                     return animation.context.end;
 
-             }
 
-             return m_FadeIn.context.end;
 
-         }
 
-         public bool IsFinish()
 
-         {
 
- #if UNITY_EDITOR
 
-             if (!Application.isPlaying)
 
-                 return true;
 
- #endif
 
-             if (!m_Enable)
 
-                 return true;
 
-             var animation = activedAnimation;
 
-             if (animation != null && animation.context.end)
 
-                 return true;
 
-             if (IsSerieAnimation())
 
-             {
 
-                 if (m_FadeOut.context.start) return m_FadeOut.context.currProgress <= m_FadeOut.context.destProgress;
 
-                 else if (m_Addition.context.start) return m_Addition.context.currProgress >= m_Addition.context.destProgress;
 
-                 else return m_FadeIn.context.currProgress >= m_FadeIn.context.destProgress;
 
-             }
 
-             else if (IsDataAnimation())
 
-             {
 
-                 if (animation == null) return true;
 
-                 else return animation.context.end;
 
-             }
 
-             return true;
 
-         }
 
-         public bool IsInDelay()
 
-         {
 
-             var anim = activedAnimation;
 
-             if (anim != null)
 
-                 return anim.IsInDelay();
 
-             return false;
 
-         }
 
-         /// <summary>
 
-         /// whther animaiton is data animation. BottomToTop and InsideOut are data animation.
 
-         /// ||是否为数据动画。BottomToTop和InsideOut类型的为数据动画。
 
-         /// </summary>
 
-         public bool IsDataAnimation()
 
-         {
 
-             return context.type == AnimationType.BottomToTop || context.type == AnimationType.InsideOut;
 
-         }
 
-         /// <summary>
 
-         /// whther animaiton is serie animation. LeftToRight, AlongPath and Clockwise are serie animation.
 
-         /// ||是否为系列动画。LeftToRight、AlongPath和Clockwise类型的为系列动画。
 
-         /// </summary>
 
-         public bool IsSerieAnimation()
 
-         {
 
-             return context.type == AnimationType.LeftToRight ||
 
-                 context.type == AnimationType.AlongPath || context.type == AnimationType.Clockwise;
 
-         }
 
-         public bool CheckDetailBreak(float detail)
 
-         {
 
-             if (!IsSerieAnimation())
 
-                 return false;
 
-             foreach (var animation in animations)
 
-             {
 
-                 if (animation.context.start)
 
-                     return !IsFinish() && detail > animation.context.currProgress;
 
-             }
 
-             return false;
 
-         }
 
-         public bool CheckDetailBreak(Vector3 pos, bool isYAxis)
 
-         {
 
-             if (!IsSerieAnimation())
 
-                 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 > GetCurrDetail();
 
-                 else
 
-                     return pos.x > GetCurrDetail();
 
-             }
 
-         }
 
-         public void CheckProgress()
 
-         {
 
-             if (IsDataAnimation() && context.isAllItemAnimationEnd)
 
-             {
 
-                 foreach (var animation in animations)
 
-                 {
 
-                     animation.End();
 
-                 }
 
-                 return;
 
-             }
 
-             foreach (var animation in animations)
 
-             {
 
-                 animation.CheckProgress(animation.context.totalProgress, m_UnscaledTime);
 
-             }
 
-         }
 
-         public void CheckProgress(double total)
 
-         {
 
-             if (IsFinish())
 
-                 return;
 
-             foreach (var animation in animations)
 
-             {
 
-                 animation.CheckProgress(total, m_UnscaledTime);
 
-             }
 
-         }
 
-         internal float CheckItemProgress(int dataIndex, float destProgress, ref bool isEnd, float startProgress = 0)
 
-         {
 
-             isEnd = false;
 
-             var anim = activedAnimation;
 
-             if (anim == null)
 
-             {
 
-                 isEnd = true;
 
-                 return destProgress;
 
-             }
 
-             return anim.CheckItemProgress(dataIndex, destProgress, ref isEnd, startProgress, m_UnscaledTime);
 
-         }
 
-         public void CheckSymbol(float dest)
 
-         {
 
-             m_FadeIn.CheckSymbol(dest, m_UnscaledTime);
 
-             m_FadeOut.CheckSymbol(dest, m_UnscaledTime);
 
-         }
 
-         public float GetSysmbolSize(float dest)
 
-         {
 
- #if UNITY_EDITOR
 
-             if (!Application.isPlaying)
 
-                 return dest;
 
- #endif
 
-             if (!enable)
 
-                 return dest;
 
-             if (IsEnd())
 
-                 return m_FadeOut.context.start ? 0 : dest;
 
-             return m_FadeOut.context.start ? m_FadeOut.context.sizeProgress : m_FadeIn.context.sizeProgress;
 
-         }
 
-         public float GetCurrDetail()
 
-         {
 
- #if UNITY_EDITOR
 
-             if (!Application.isPlaying)
 
-             {
 
-                 foreach (var animation in animations)
 
-                 {
 
-                     if (animation.context.start)
 
-                         return animation.context.destProgress;
 
-                 }
 
-             }
 
- #endif
 
-             foreach (var animation in animations)
 
-             {
 
-                 if (animation.context.start)
 
-                     return animation.context.currProgress;
 
-             }
 
-             return m_FadeIn.context.currProgress;
 
-         }
 
-         public float GetCurrRate()
 
-         {
 
- #if UNITY_EDITOR
 
-             if (!Application.isPlaying)
 
-                 return 1;
 
- #endif
 
-             if (!enable || IsEnd())
 
-                 return 1;
 
-             return m_FadeOut.context.start ? m_FadeOut.context.currProgress : m_FadeIn.context.currProgress;
 
-         }
 
-         public int GetCurrIndex()
 
-         {
 
- #if UNITY_EDITOR
 
-             if (!Application.isPlaying)
 
-                 return -1;
 
- #endif
 
-             if (!enable)
 
-                 return -1;
 
-             var anim = activedAnimation;
 
-             if (anim == null)
 
-                 return -1;
 
-             return (int)anim.context.currProgress;
 
-         }
 
-         public float GetChangeDuration()
 
-         {
 
-             if (m_Enable && m_Change.enable)
 
-                 return m_Change.duration;
 
-             else
 
-                 return 0;
 
-         }
 
-         public float GetAdditionDuration()
 
-         {
 
-             if (m_Enable && m_Addition.enable)
 
-                 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();
 
-         }
 
-     }
 
- }
 
 
  |