Aimbot-PPO/Aimbot-PPO-MultiScene/Assets/XCharts/Runtime/Component/Animation/AnimationStyle.cs

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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。
/// </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.
/// |动画表现。
/// </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] private float m_FadeInDuration = 1000;
[SerializeField] private float m_FadeInDelay = 0;
[SerializeField] private float m_FadeOutDuration = 1000f;
[SerializeField] private float m_FadeOutDelay = 0;
[SerializeField] private bool m_DataChangeEnable = true;
[SerializeField] private float m_DataChangeDuration = 500;
[SerializeField] private float m_ActualDuration;
/// <summary>
/// 自定义渐入动画延时函数。返回ms值。
/// </summary>
public AnimationDelayFunction fadeInDelayFunction;
/// <summary>
/// 自定义渐入动画时长函数。返回ms值。
/// </summary>
public AnimationDurationFunction fadeInDurationFunction;
/// <summary>
/// 自定义渐出动画延时函数。返回ms值。
/// </summary>
public AnimationDelayFunction fadeOutDelayFunction;
/// <summary>
/// 自定义渐出动画时长函数。返回ms值。
/// </summary>
public AnimationDurationFunction fadeOutDurationFunction;
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; } }
/// <summary>
/// Easing method used for the first animation.
/// |动画的缓动效果。
/// </summary>
//public Easing easting { get { return m_Easting; } set { m_Easting = value; } }
/// <summary>
/// The milliseconds duration of the fadeIn animation.
/// |设定的渐入动画时长毫秒。如果要设置单个数据项的渐入时长可以用代码定制customFadeInDuration。
/// </summary>
public float fadeInDuration { get { return m_FadeInDuration; } set { m_FadeInDuration = value < 0 ? 0 : value; } }
/// <summary>
/// The milliseconds duration of the fadeOut animation.
/// |设定的渐出动画时长毫秒。如果要设置单个数据项的渐出时长可以用代码定制customFadeOutDuration。
/// </summary>
public float fadeOutDuration { get { return m_FadeOutDuration; } set { m_FadeOutDuration = value < 0 ? 0 : value; } }
/// <summary>
/// The milliseconds actual duration of the first animation.
/// |实际的动画时长(毫秒)。
/// </summary>
public float actualDuration { get { return m_ActualDuration; } }
/// <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>
/// The milliseconds delay before updating the first animation.
/// |渐入动画延时毫秒。如果要设置单个数据项的延时可以用代码定制customFadeInDelay。
/// </summary>
public float fadeInDelay { get { return m_FadeInDelay; } set { m_FadeInDelay = value < 0 ? 0 : value; } }
/// <summary>
/// 渐出动画延时毫秒。如果要设置单个数据项的延时可以用代码定制customFadeOutDelay。
/// </summary>
public float fadeOutDelay { get { return m_FadeOutDelay; } set { m_FadeInDelay = value < 0 ? 0 : value; } }
/// <summary>
/// 是否开启数据变更动画。
/// </summary>
public bool dataChangeEnable { get { return m_DataChangeEnable; } set { m_DataChangeEnable = value; } }
/// <summary>
/// The milliseconds duration of the data change animation.
/// |数据变更的动画时长(毫秒)。
/// </summary>
public float dataChangeDuration { get { return m_DataChangeDuration; } set { m_DataChangeDuration = value < 0 ? 0 : value; } }
/// <summary>
/// 渐入动画完成回调
/// </summary>
public Action fadeInFinishCallback { get; set; }
/// <summary>
/// 渐出动画完成回调
/// </summary>
public Action fadeOutFinishCallback { get; set; }
private Dictionary<int, float> m_ItemCurrProgress = new Dictionary<int, float>();
private Dictionary<int, float> m_ItemDestProgress = new Dictionary<int, float>();
private bool m_FadeIn = false;
private bool m_IsEnd = true;
private bool m_IsPause = false;
private bool m_FadeOut = false;
private bool m_FadeOuted = false;
private bool m_IsInit = false;
private float startTime { get; set; }
private float m_CurrDetailProgress;
private float m_DestDetailProgress;
private float m_TotalDetailProgress;
private float m_CurrSymbolProgress;
private Vector3 m_LinePathLastPos;
public void FadeIn()
{
if (m_FadeOut)
return;
if (m_IsPause)
{
m_IsPause = false;
return;
}
if (m_FadeIn)
return;
startTime = Time.time;
m_FadeIn = true;
m_IsEnd = false;
m_IsInit = false;
m_IsPause = false;
m_FadeOuted = false;
m_CurrDetailProgress = 0;
m_DestDetailProgress = 1;
m_CurrSymbolProgress = 0;
m_ItemCurrProgress.Clear();
m_ItemDestProgress.Clear();
}
public void Restart()
{
Reset();
FadeIn();
}
public void FadeOut()
{
if (m_IsPause)
{
m_IsPause = false;
return;
}
m_FadeOut = true;
startTime = Time.time;
m_FadeIn = true;
m_IsEnd = false;
m_IsInit = false;
m_IsPause = false;
m_CurrDetailProgress = 0;
m_DestDetailProgress = 1;
m_CurrSymbolProgress = 0;
m_ItemCurrProgress.Clear();
m_ItemDestProgress.Clear();
}
public void Pause()
{
if (!m_IsPause)
{
m_IsPause = true;
}
}
public void Resume()
{
if (m_IsPause)
{
m_IsPause = false;
}
}
private void End()
{
if (m_IsEnd)
return;
m_ActualDuration = (int) ((Time.time - startTime) * 1000) - (m_FadeOut ? fadeOutDelay : fadeInDelay);
m_IsEnd = true;
m_IsInit = false;
if (m_FadeIn)
{
m_FadeIn = false;
if (fadeInFinishCallback != null)
{
fadeInFinishCallback();
}
}
if (m_FadeOut)
{
m_FadeOut = false;
m_FadeOuted = true;
if (fadeOutFinishCallback != null)
{
fadeOutFinishCallback();
}
}
}
public void Reset()
{
m_FadeIn = false;
m_IsEnd = true;
m_IsInit = false;
m_IsPause = false;
m_FadeOut = false;
m_FadeOuted = false;
m_ItemCurrProgress.Clear();
}
public void InitProgress(float curr, float dest)
{
if (m_IsInit || m_IsEnd)
return;
if (curr > dest)
return;
m_IsInit = true;
m_TotalDetailProgress = dest - curr;
if (m_FadeOut)
{
m_CurrDetailProgress = dest;
m_DestDetailProgress = curr;
}
else
{
m_CurrDetailProgress = curr;
m_DestDetailProgress = dest;
}
}
public void InitProgress(List<Vector3> paths, bool isY)
{
if (paths.Count < 1) return;
var sp = paths[0];
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;
}
m_LinePathLastPos = sp;
context.currentPathDistance = 0;
}
InitProgress(currDetailProgress, totalDetailProgress);
}
private void SetDataCurrProgress(int index, float state)
{
m_ItemCurrProgress[index] = state;
}
private float GetDataCurrProgress(int index, float initValue, float destValue, ref bool isBarEnd)
{
if (IsInDelay())
{
isBarEnd = false;
return initValue;
}
var c1 = !m_ItemCurrProgress.ContainsKey(index);
var c2 = !m_ItemDestProgress.ContainsKey(index);
if (c1 || c2)
{
if (c1)
m_ItemCurrProgress.Add(index, initValue);
if (c2)
m_ItemDestProgress.Add(index, destValue);
isBarEnd = false;
}
else
{
isBarEnd = m_ItemCurrProgress[index] == m_ItemDestProgress[index];
}
return m_ItemCurrProgress[index];
}
public bool IsFinish()
{
#if UNITY_EDITOR
if (!Application.isPlaying)
return true;
#endif
if (!m_Enable || m_IsEnd)
return true;
if (IsIndexAnimation())
return m_CurrDetailProgress > m_DestDetailProgress;
if (IsItemAnimation())
return false;
return true;
}
public bool IsInFadeOut()
{
return m_FadeOut;
}
public bool IsInDelay()
{
if (m_FadeOut)
return (fadeOutDelay > 0 && Time.time - startTime < fadeOutDelay / 1000);
else
return (fadeInDelay > 0 && Time.time - startTime < fadeInDelay / 1000);
}
public bool IsItemAnimation()
{
return context.type == AnimationType.BottomToTop || context.type == AnimationType.InsideOut;
}
public bool IsIndexAnimation()
{
return context.type == AnimationType.LeftToRight ||
context.type == AnimationType.Clockwise ||
context.type == AnimationType.AlongPath;
}
public float GetIndexDelay(int dataIndex)
{
if (m_FadeOut && fadeOutDelayFunction != null)
return fadeOutDelayFunction(dataIndex);
else if (m_FadeIn && fadeInDelayFunction != null)
return fadeInDelayFunction(dataIndex);
else
return 0;
}
public bool IsInIndexDelay(int dataIndex)
{
return Time.time - startTime < GetIndexDelay(dataIndex) / 1000f;
}
public bool IsAllOutDelay(int dataCount)
{
var nowTime = Time.time - startTime;
for (int i = 0; i < dataCount; i++)
{
if (nowTime < GetIndexDelay(i) / 1000)
return false;
}
return true;
}
public bool CheckDetailBreak(float detail)
{
if (!IsIndexAnimation())
return false;
return !IsFinish() && detail > m_CurrDetailProgress;
}
public bool CheckDetailBreak(Vector3 pos, bool isYAxis)
{
if (!IsIndexAnimation())
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 > m_CurrDetailProgress;
else
return pos.x > m_CurrDetailProgress;
}
}
public void CheckProgress()
{
if (IsItemAnimation() && context.isAllItemAnimationEnd)
{
End();
return;
}
CheckProgress(m_TotalDetailProgress);
}
public void CheckProgress(double total)
{
if (IsFinish())
return;
if (!m_IsInit || m_IsPause || m_IsEnd)
return;
if (IsInDelay())
return;
m_ActualDuration = (int) ((Time.time - startTime) * 1000) - fadeInDelay;
var duration = GetCurrAnimationDuration();
var delta = (float) (total / duration * Time.deltaTime);
if (m_FadeOut)
{
m_CurrDetailProgress -= delta;
if (m_CurrDetailProgress <= m_DestDetailProgress)
{
m_CurrDetailProgress = m_DestDetailProgress;
End();
}
}
else
{
m_CurrDetailProgress += delta;
if (m_CurrDetailProgress >= m_DestDetailProgress)
{
m_CurrDetailProgress = m_DestDetailProgress;
End();
}
}
}
internal float GetCurrAnimationDuration(int dataIndex = -1)
{
if (dataIndex >= 0)
{
if (m_FadeOut && fadeOutDurationFunction != null)
return fadeOutDurationFunction(dataIndex) / 1000f;
if (m_FadeIn && fadeInDurationFunction != null)
return fadeInDurationFunction(dataIndex) / 1000f;
}
if (m_FadeOut)
return m_FadeOutDuration > 0 ? m_FadeOutDuration / 1000 : 1f;
else
return m_FadeInDuration > 0 ? m_FadeInDuration / 1000 : 1f;
}
internal float CheckItemProgress(int dataIndex, float destProgress, ref bool isEnd, float startProgress = 0)
{
isEnd = false;
var initHig = m_FadeOut ? destProgress : startProgress;
var destHig = m_FadeOut ? startProgress : destProgress;
var currHig = GetDataCurrProgress(dataIndex, initHig, destHig, ref isEnd);
if (isEnd || IsFinish())
{
return m_FadeOuted ? startProgress : destProgress;
}
else if (IsInDelay() || IsInIndexDelay(dataIndex))
{
return m_FadeOut ? destProgress : startProgress;
}
else if (m_IsPause)
{
return currHig;
}
else
{
var duration = GetCurrAnimationDuration(dataIndex);
var delta = (destProgress - startProgress) / duration * Time.deltaTime;
currHig = currHig + (m_FadeOut ? -delta : delta);
if (m_FadeOut)
{
if ((initHig > 0 && currHig <= 0) || (initHig < 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;
}
}
public void CheckSymbol(float dest)
{
if (!enable || m_IsEnd || m_IsPause || !m_IsInit)
return;
if (IsInDelay())
return;
var duration = GetCurrAnimationDuration();
var delta = dest / duration * Time.deltaTime;
if (m_FadeOut)
{
m_CurrSymbolProgress -= delta;
if (m_CurrSymbolProgress < 0)
m_CurrSymbolProgress = 0;
}
else
{
m_CurrSymbolProgress += delta;
if (m_CurrSymbolProgress > dest)
m_CurrSymbolProgress = dest;
}
}
public float GetSysmbolSize(float dest)
{
#if UNITY_EDITOR
if (!Application.isPlaying)
return dest;
#endif
if (!enable)
return dest;
if (m_IsEnd)
return m_FadeOut ? 0 : dest;
return m_CurrSymbolProgress;
}
public float GetCurrDetail()
{
#if UNITY_EDITOR
if (!Application.isPlaying)
return m_DestDetailProgress;
#endif
return m_CurrDetailProgress;
}
public float GetCurrRate()
{
#if UNITY_EDITOR
if (!Application.isPlaying)
return 1;
#endif
if (!enable || m_IsEnd)
return 1;
return m_CurrDetailProgress;
}
public int GetCurrIndex()
{
#if UNITY_EDITOR
if (!Application.isPlaying)
return -1;
#endif
if (!enable || m_IsEnd)
return -1;
return (int) m_CurrDetailProgress;
}
public float GetUpdateAnimationDuration()
{
if (m_Enable && m_DataChangeEnable && IsFinish())
return m_DataChangeDuration;
else
return 0;
}
public bool HasFadeOut()
{
return enable && m_FadeOuted && m_IsEnd;
}
}
}