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- using System;
 
- using UnityEngine;
 
- namespace XCharts.Runtime
 
- {
 
-     /// <summary>
 
-     /// the animation info.
 
-     /// ||动画配置参数。
 
-     /// </summary>
 
-     [Since("v3.8.0")]
 
-     [System.Serializable]
 
-     public class AnimationInfo
 
-     {
 
-         [SerializeField][Since("v3.8.0")] private bool m_Enable = true;
 
-         [SerializeField][Since("v3.8.0")] private bool m_Reverse = false;
 
-         [SerializeField][Since("v3.8.0")] private float m_Delay = 0;
 
-         [SerializeField][Since("v3.8.0")] private float m_Duration = 1000;
 
-         public AnimationInfoContext context = new AnimationInfoContext();
 
-         /// <summary>
 
-         /// whether enable animation.
 
-         /// ||是否开启动画效果。
 
-         /// </summary>
 
-         public bool enable { get { return m_Enable; } set { m_Enable = value; } }
 
-         /// <summary>
 
-         /// whether enable reverse animation.
 
-         /// ||是否开启反向动画效果。
 
-         /// </summary>
 
-         public bool reverse { get { return m_Reverse; } set { m_Reverse = value; } }
 
-         /// <summary>
 
-         /// the delay time before animation start.
 
-         /// ||动画开始前的延迟时间。
 
-         /// </summary>
 
-         public float delay { get { return m_Delay; } set { m_Delay = value; } }
 
-         /// <summary>
 
-         /// the duration of animation.
 
-         /// ||动画的时长。
 
-         /// </summary>
 
-         public float duration { get { return m_Duration; } set { m_Duration = value; } }
 
-         /// <summary>
 
-         /// the callback function of animation start.
 
-         /// ||动画开始的回调。
 
-         /// </summary>
 
-         public Action OnAnimationStart { get; set; }
 
-         /// <summary>
 
-         /// the callback function of animation end.
 
-         /// ||动画结束的回调。
 
-         /// </summary>
 
-         public Action OnAnimationEnd { get; set; }
 
-         /// <summary>
 
-         /// the delegate function of animation delay.
 
-         /// ||动画延迟的委托函数。
 
-         /// </summary>
 
-         public AnimationDelayFunction delayFunction { get; set; }
 
-         /// <summary>
 
-         /// the delegate function of animation duration.
 
-         /// ||动画时长的委托函数。
 
-         /// </summary>
 
-         public AnimationDurationFunction durationFunction { get; set; }
 
-         /// <summary>
 
-         /// Reset animation.
 
-         /// ||重置动画。
 
-         /// </summary>
 
-         public void Reset()
 
-         {
 
-             if (!enable) return;
 
-             context.init = false;
 
-             context.start = false;
 
-             context.pause = false;
 
-             context.end = false;
 
-             context.startTime = 0;
 
-             context.currProgress = 0;
 
-             context.destProgress = 0;
 
-             context.totalProgress = 0;
 
-             context.sizeProgress = 0;
 
-             context.currPointIndex = 0;
 
-             context.currPoint = Vector3.zero;
 
-             context.destPoint = Vector3.zero;
 
-             context.dataCurrProgress.Clear();
 
-             context.dataDestProgress.Clear();
 
-         }
 
-         /// <summary>
 
-         /// Start animation.
 
-         /// ||开始动画。
 
-         /// </summary>
 
-         /// <param name="reset">是否重置上一次的参数</param>
 
-         public void Start(bool reset = true)
 
-         {
 
-             if (!enable) return;
 
-             if (context.start)
 
-             {
 
-                 context.pause = false;
 
-                 return;
 
-             }
 
-             context.init = false;
 
-             context.start = true;
 
-             context.end = false;
 
-             context.pause = false;
 
-             context.startTime = Time.time;
 
-             if (reset)
 
-             {
 
-                 context.currProgress = 0;
 
-                 context.destProgress = 1;
 
-                 context.totalProgress = 0;
 
-                 context.sizeProgress = 0;
 
-                 context.dataCurrProgress.Clear();
 
-                 context.dataDestProgress.Clear();
 
-             }
 
-             if (OnAnimationStart != null)
 
-             {
 
-                 OnAnimationStart();
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// Pause animation.
 
-         /// ||暂停动画。
 
-         /// </summary>
 
-         public void Pause()
 
-         {
 
-             if (!enable) return;
 
-             if (!context.start || context.end) return;
 
-             context.pause = true;
 
-         }
 
-         /// <summary>
 
-         /// Resume animation.
 
-         /// ||恢复动画。
 
-         /// </summary>
 
-         public void Resume()
 
-         {
 
-             if (!enable) return;
 
-             if (!context.pause) return;
 
-             context.pause = false;
 
-         }
 
-         /// <summary>
 
-         /// End animation.
 
-         /// ||结束动画。
 
-         /// </summary>
 
-         public void End()
 
-         {
 
-             if (!enable) return;
 
-             if (!context.start || context.end) return;
 
-             context.start = false;
 
-             context.end = true;
 
-             context.currPointIndex = context.destPointIndex;
 
-             context.startTime = Time.time;
 
-             if (OnAnimationEnd != null)
 
-             {
 
-                 OnAnimationEnd();
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// Initialize animation.
 
-         /// ||初始化动画。
 
-         /// </summary>
 
-         /// <param name="curr">当前进度</param>
 
-         /// <param name="dest">目标进度</param>
 
-         /// <param name="totalPointIndex">目标索引</param>
 
-         /// <returns></returns>
 
-         public bool Init(float curr, float dest, int totalPointIndex)
 
-         {
 
-             if (!enable || !context.start) return false;
 
-             if (context.init || context.end) return false;
 
-             context.init = true;
 
-             context.totalProgress = dest - curr;
 
-             context.destPointIndex = totalPointIndex;
 
-             if (reverse)
 
-             {
 
-                 context.currProgress = dest;
 
-                 context.destProgress = curr;
 
-             }
 
-             else
 
-             {
 
-                 context.currProgress = curr;
 
-                 context.destProgress = dest;
 
-             }
 
-             return true;
 
-         }
 
-         /// <summary>
 
-         /// Whether animation is finish.
 
-         /// ||动画是否结束。
 
-         /// </summary>
 
-         public bool IsFinish()
 
-         {
 
-             if (!context.start) return true;
 
-             if (context.end) return true;
 
-             if (context.pause) return false;
 
-             if (!context.init) return false;
 
-             return m_Reverse ? context.currProgress <= context.destProgress
 
-                 : context.currProgress >= context.destProgress;
 
-         }
 
-         /// <summary>
 
-         /// Whether animation is in delay.
 
-         /// ||动画是否在延迟中。
 
-         /// </summary>
 
-         public bool IsInDelay()
 
-         {
 
-             if (!context.start)
 
-                 return false;
 
-             else
 
-                 return (m_Delay > 0 && Time.time - context.startTime < m_Delay / 1000);
 
-         }
 
-         /// <summary>
 
-         /// Whether animation is in index delay.
 
-         /// ||动画是否在索引延迟中。
 
-         /// </summary>
 
-         /// <param name="dataIndex"></param>
 
-         /// <returns></returns>
 
-         public bool IsInIndexDelay(int dataIndex)
 
-         {
 
-             if (context.start)
 
-                 return Time.time - context.startTime < GetIndexDelay(dataIndex) / 1000f;
 
-             else
 
-                 return false;
 
-         }
 
-         /// <summary>
 
-         /// Get animation delay.
 
-         /// ||获取动画延迟。
 
-         /// </summary>
 
-         /// <param name="dataIndex"></param>
 
-         /// <returns></returns>
 
-         public float GetIndexDelay(int dataIndex)
 
-         {
 
-             if (!context.start) return 0;
 
-             if (delayFunction != null)
 
-                 return delayFunction(dataIndex);
 
-             return delay;
 
-         }
 
-         internal float GetCurrAnimationDuration(int dataIndex = -1)
 
-         {
 
-             if (dataIndex >= 0)
 
-             {
 
-                 if (context.start && durationFunction != null)
 
-                     return durationFunction(dataIndex) / 1000f;
 
-             }
 
-             return m_Duration > 0 ? m_Duration / 1000 : 1f;
 
-         }
 
-         internal void SetDataCurrProgress(int index, float state)
 
-         {
 
-             context.dataCurrProgress[index] = state;
 
-         }
 
-         internal float GetDataCurrProgress(int index, float initValue, float destValue, ref bool isBarEnd)
 
-         {
 
-             if (IsInDelay())
 
-             {
 
-                 isBarEnd = false;
 
-                 return initValue;
 
-             }
 
-             var c1 = !context.dataCurrProgress.ContainsKey(index);
 
-             var c2 = !context.dataDestProgress.ContainsKey(index);
 
-             if (c1 || c2)
 
-             {
 
-                 if (c1)
 
-                     context.dataCurrProgress.Add(index, initValue);
 
-                 if (c2)
 
-                     context.dataDestProgress.Add(index, destValue);
 
-                 isBarEnd = false;
 
-             }
 
-             else
 
-             {
 
-                 isBarEnd = context.dataCurrProgress[index] == context.dataDestProgress[index];
 
-             }
 
-             return context.dataCurrProgress[index];
 
-         }
 
-         internal void CheckProgress(double total, bool m_UnscaledTime)
 
-         {
 
-             if (!context.start || !context.init || context.pause) return;
 
-             if (IsInDelay()) return;
 
-             var duration = GetCurrAnimationDuration();
 
-             var delta = (float)(total / duration * (m_UnscaledTime ? Time.unscaledDeltaTime : Time.deltaTime));
 
-             if (reverse)
 
-             {
 
-                 context.currProgress -= delta;
 
-                 if (context.currProgress <= context.destProgress)
 
-                 {
 
-                     context.currProgress = context.destProgress;
 
-                     End();
 
-                 }
 
-             }
 
-             else
 
-             {
 
-                 context.currProgress += delta;
 
-                 if (context.currProgress >= context.destProgress)
 
-                 {
 
-                     context.currProgress = context.destProgress;
 
-                     End();
 
-                 }
 
-             }
 
-         }
 
-         internal float CheckItemProgress(int dataIndex, float destProgress, ref bool isEnd, float startProgress, bool m_UnscaledTime)
 
-         {
 
-             if (m_Reverse)
 
-             {
 
-                 var temp = startProgress;
 
-                 startProgress = destProgress;
 
-                 destProgress = temp;
 
-             }
 
-             var currHig = GetDataCurrProgress(dataIndex, startProgress, destProgress, ref isEnd);
 
-             if (IsFinish())
 
-             {
 
-                 return destProgress;
 
-             }
 
-             else if (IsInDelay() || IsInIndexDelay(dataIndex))
 
-             {
 
-                 return startProgress;
 
-             }
 
-             else if (context.pause)
 
-             {
 
-                 return currHig;
 
-             }
 
-             else
 
-             {
 
-                 var duration = GetCurrAnimationDuration(dataIndex);
 
-                 var delta = (destProgress - startProgress) / duration * (m_UnscaledTime ? Time.unscaledDeltaTime : Time.deltaTime);
 
-                 currHig += delta;
 
-                 if (reverse)
 
-                 {
 
-                     if ((destProgress > 0 && currHig <= 0) || (destProgress < 0 && currHig >= 0))
 
-                     {
 
-                         currHig = 0;
 
-                         isEnd = true;
 
-                     }
 
-                 }
 
-                 else
 
-                 {
 
-                     if ((destProgress - startProgress > 0 && currHig > destProgress) ||
 
-                         (destProgress - startProgress < 0 && currHig < destProgress))
 
-                     {
 
-                         currHig = destProgress;
 
-                         isEnd = true;
 
-                     }
 
-                 }
 
-                 SetDataCurrProgress(dataIndex, currHig);
 
-                 return currHig;
 
-             }
 
-         }
 
-         internal void CheckSymbol(float dest, bool m_UnscaledTime)
 
-         {
 
-             if (!context.start || !context.init || context.pause) return;
 
-             if (IsInDelay())
 
-                 return;
 
-             var duration = GetCurrAnimationDuration();
 
-             var delta = dest / duration * (m_UnscaledTime ? Time.unscaledDeltaTime : Time.deltaTime);
 
-             if (reverse)
 
-             {
 
-                 context.sizeProgress -= delta;
 
-                 if (context.sizeProgress < 0)
 
-                     context.sizeProgress = 0;
 
-             }
 
-             else
 
-             {
 
-                 context.sizeProgress += delta;
 
-                 if (context.sizeProgress > dest)
 
-                     context.sizeProgress = dest;
 
-             }
 
-         }
 
-     }
 
-     /// <summary>
 
-     /// Fade in animation.
 
-     /// ||淡入动画。
 
-     /// </summary>
 
-     [Since("v3.8.0")]
 
-     [System.Serializable]
 
-     public class AnimationFadeIn : AnimationInfo
 
-     {
 
-     }
 
-     /// <summary>
 
-     /// Fade out animation.
 
-     /// ||淡出动画。
 
-     /// </summary>
 
-     [Since("v3.8.0")]
 
-     [System.Serializable]
 
-     public class AnimationFadeOut : AnimationInfo
 
-     {
 
-     }
 
-     /// <summary>
 
-     /// Data change animation.
 
-     /// ||数据变更动画。
 
-     /// </summary>
 
-     [Since("v3.8.0")]
 
-     [System.Serializable]
 
-     public class AnimationChange : AnimationInfo
 
-     {
 
-     }
 
-     /// <summary>
 
-     /// Data addition animation.
 
-     /// ||数据新增动画。
 
-     /// </summary>
 
-     [Since("v3.8.0")]
 
-     [System.Serializable]
 
-     public class AnimationAddition : AnimationInfo
 
-     {
 
-     }
 
-     /// <summary>
 
-     /// Data hiding animation.
 
-     /// ||数据隐藏动画。
 
-     /// </summary>
 
-     [Since("v3.8.0")]
 
-     [System.Serializable]
 
-     public class AnimationHiding : AnimationInfo
 
-     {
 
-     }
 
-     /// <summary>
 
-     /// Interactive animation of charts.
 
-     /// ||交互动画。
 
-     /// </summary>
 
-     [Since("v3.8.0")]
 
-     [System.Serializable]
 
-     public class AnimationInteraction : AnimationInfo
 
-     {
 
-         [SerializeField][Since("v3.8.0")] private MLValue m_Width = new MLValue(1.1f);
 
-         [SerializeField][Since("v3.8.0")] private MLValue m_Radius = new MLValue(1.1f);
 
-         [SerializeField][Since("v3.8.0")] private MLValue m_Offset = new MLValue(MLValue.Type.Absolute, 5f);
 
-         /// <summary>
 
-         /// the mlvalue of width.
 
-         /// ||宽度的多样式数值。
 
-         /// </summary>
 
-         public MLValue width { get { return m_Width; } set { m_Width = value; } }
 
-         /// <summary>
 
-         /// the mlvalue of radius.
 
-         /// ||半径的多样式数值。
 
-         /// </summary>
 
-         public MLValue radius { get { return m_Radius; } set { m_Radius = value; } }
 
-         /// <summary>
 
-         /// the mlvalue of offset. Such as the offset of the pie chart when the sector is selected.
 
-         /// ||交互的多样式数值。如饼图的扇形选中时的偏移。
 
-         /// </summary>
 
-         public MLValue offset { get { return m_Offset; } set { m_Offset = value; } }
 
-         public float GetRadius(float radius)
 
-         {
 
-             return m_Radius.GetValue(radius);
 
-         }
 
-         public float GetWidth(float width)
 
-         {
 
-             return m_Width.GetValue(width);
 
-         }
 
-         public float GetOffset(float total)
 
-         {
 
-             return m_Offset.GetValue(total);
 
-         }
 
-         public float GetOffset()
 
-         {
 
-             return m_Offset.value;
 
-         }
 
-     }
 
- }
 
 
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