using UnityEngine; using UnityEngine.UI; using System; using System.Collections; using System.Collections.Generic; public class TweenMatFloat : TweenRoot { #region 变量 public override bool InOrigin { get { if (Target.GetFloat().Equal(Origin)) { InOrigin_ = true; } else { InOrigin_ = false; } return InOrigin_; } set { InOrigin_ = value; InPause = false; InForward = false; InBackward = false; if (InOrigin_) { Target.SetFloat(Origin); BackwardFinish(); } } } public override bool InDestination { get { if (Target.GetFloat().Equal(Destination)) { InDestination_ = true; } else { InDestination_ = false; } return InDestination_; } set { InDestination_ = value; InPause = false; InForward = false; InBackward = false; if (InDestination_) { Target.SetFloat(Destination); ForwardFinish(); } } } public float Delta; public float Origin; public float Destination; public MaterialUnit Target; public CurveFunctionF Func; #endregion public TweenMatFloat(MaterialUnit materialUnit, float origin, float destination, float duration, bool originActive, bool destActive, Curve curve, bool cg = false) : base(cg, curve, materialUnit.Transform) { Func = ManaAnim.CurveFuncDicF[curve]; Target = materialUnit; InForward = false; InBackward = false; Delta = destination - origin; Origin = origin; Duration = duration; DestActive = destActive; Destination = destination; OriginActive = originActive; } public override bool StartForward() { if (base.StartForward()) { return true; } if (InBackward) { InBackward = false; Timer = ManaAnim.GetTimerFloat(Target.GetFloat(), Duration, Origin, Delta, Curve); } return false; } public override bool StartBackward() { if (base.StartBackward()) { return true; } if (InForward) { InForward = false; Timer = ManaAnim.GetTimerFloat(Target.GetFloat(), Duration, Destination, -Delta, Curve); } return false; } public override bool DoForward() { Timer += Time.deltaTime; if (Timer > Duration) { InDestination = true; if (OnForwardFinish != null) { OnForwardFinish.Invoke(); } SetLoop(EventType.ForwardFinish); return true; } else { float tempFloat= Func(Timer, Duration, Origin, Delta); Target.SetFloat(tempFloat); return false; } } public override bool DoBackward() { Timer += Time.deltaTime; if (Timer > Duration) { InOrigin = true; if (OnBackwardFinish != null) { OnBackwardFinish.Invoke(); } SetLoop(EventType.BackwardFinish); return true; } else { float tempFloat = Func(Timer, Duration, Destination, -Delta); Target.SetFloat(tempFloat); return false; } } }