| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599 | 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();        }    }}
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