TweenGrayMesh.cs 4.4 KB

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  1. using UnityEngine;
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using System.Linq;
  6. public class TweenGrayMesh : TweenRoot
  7. {
  8. #region 变量
  9. public override bool InOrigin
  10. {
  11. get
  12. {
  13. if (Target.mesh.uv2[0].x.Equal(Origin))
  14. {
  15. InOrigin_ = true;
  16. }
  17. else
  18. {
  19. InOrigin_ = false;
  20. }
  21. return InOrigin_;
  22. }
  23. set
  24. {
  25. InOrigin_ = value;
  26. InPause = false;
  27. InForward = false;
  28. InBackward = false;
  29. if (InOrigin_)
  30. {
  31. for (int i = 0; i < UV2.Count; i++)
  32. {
  33. UV2[i] = new Vector2(Origin, 1);
  34. }
  35. Target.mesh.SetUVs(1, UV2);
  36. BackwardFinish();
  37. }
  38. }
  39. }
  40. public override bool InDestination
  41. {
  42. get
  43. {
  44. if (Target.mesh.uv2[0].x.Equal(Destination))
  45. {
  46. InDestination_ = true;
  47. }
  48. else
  49. {
  50. InDestination_ = false;
  51. }
  52. return InDestination_;
  53. }
  54. set
  55. {
  56. InDestination_ = value;
  57. InPause = false;
  58. InForward = false;
  59. InBackward = false;
  60. if (InDestination_)
  61. {
  62. for (int i = 0; i < UV2.Count; i++)
  63. {
  64. UV2[i] = new Vector2(Destination, 1);
  65. }
  66. Target.mesh.SetUVs(1, UV2);
  67. ForwardFinish();
  68. }
  69. }
  70. }
  71. public float Delta;
  72. public float Origin;
  73. public float Destination;
  74. public MeshFilter Target;
  75. public List<Vector2> UV2 = new List<Vector2>();
  76. public CurveFunctionF Func;
  77. #endregion
  78. public TweenGrayMesh(MeshFilter target, float origin, float destination, float duration, bool originActive, bool destActive, Curve curve) : base(false, curve, target)
  79. {
  80. Func = AnimManager.CurveFuncDicF[curve];
  81. Target = target;
  82. UV2 = Enumerable.Repeat(new Vector2(target.mesh.uv2[0].x, 1), target.mesh.vertices.Length).ToList();
  83. InForward = false;
  84. InBackward = false;
  85. Delta = destination - origin;
  86. Origin = origin;
  87. Duration = duration;
  88. DestActive = destActive;
  89. Destination = destination;
  90. OriginActive = originActive;
  91. }
  92. public override bool StartForward()
  93. {
  94. if (base.StartForward())
  95. {
  96. return true;
  97. }
  98. if (InBackward)
  99. {
  100. InBackward = false;
  101. Timer = AnimManager.GetTimerFloat(Target.mesh.uv2[0].x, Duration, Origin, Delta, Curve);
  102. }
  103. return false;
  104. }
  105. public override bool StartBackward()
  106. {
  107. if (base.StartBackward())
  108. {
  109. return true;
  110. }
  111. if (InForward)
  112. {
  113. InForward = false;
  114. Timer = AnimManager.GetTimerFloat(Target.mesh.uv2[0].x, Duration, Destination, -Delta, Curve);
  115. }
  116. return false;
  117. }
  118. public override bool DoForward()
  119. {
  120. Timer += Time.deltaTime;
  121. if (Timer > Duration)
  122. {
  123. InDestination = true;
  124. if (OnForwardFinish != null)
  125. {
  126. OnForwardFinish.Invoke();
  127. }
  128. SetLoop(EventType.ForwardFinish);
  129. return true;
  130. }
  131. else
  132. {
  133. float value = Func(Timer, Duration, Origin, Delta);
  134. for (int i = 0; i < UV2.Count; i++)
  135. {
  136. UV2[i] = new Vector2(value, 1);
  137. }
  138. Target.mesh.SetUVs(1, UV2);
  139. return false;
  140. }
  141. }
  142. public override bool DoBackward()
  143. {
  144. Timer += Time.deltaTime;
  145. if (Timer > Duration)
  146. {
  147. InOrigin = true;
  148. if (OnBackwardFinish != null)
  149. {
  150. OnBackwardFinish.Invoke();
  151. }
  152. SetLoop(EventType.BackwardFinish);
  153. return true;
  154. }
  155. else
  156. {
  157. float value = Func(Timer, Duration, Destination, -Delta);
  158. for (int i = 0; i < UV2.Count; i++)
  159. {
  160. UV2[i] = new Vector2(value, 1);
  161. }
  162. Target.mesh.SetUVs(1, UV2);
  163. return false;
  164. }
  165. }
  166. }