TweenMatFloat.cs 3.7 KB

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  1. using UnityEngine;
  2. using UnityEngine.UI;
  3. using System;
  4. using System.Collections;
  5. using System.Collections.Generic;
  6. public class TweenMatFloat : TweenRoot
  7. {
  8. #region 变量
  9. public override bool InOrigin
  10. {
  11. get
  12. {
  13. if (Target.GetFloat().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. Target.SetFloat(Origin);
  32. BackwardFinish();
  33. }
  34. }
  35. }
  36. public override bool InDestination
  37. {
  38. get
  39. {
  40. if (Target.GetFloat().Equal(Destination))
  41. {
  42. InDestination_ = true;
  43. }
  44. else
  45. {
  46. InDestination_ = false;
  47. }
  48. return InDestination_;
  49. }
  50. set
  51. {
  52. InDestination_ = value;
  53. InPause = false;
  54. InForward = false;
  55. InBackward = false;
  56. if (InDestination_)
  57. {
  58. Target.SetFloat(Destination);
  59. ForwardFinish();
  60. }
  61. }
  62. }
  63. public float Delta;
  64. public float Origin;
  65. public float Destination;
  66. public MaterialUnit Target;
  67. public CurveFunctionF Func;
  68. #endregion
  69. public TweenMatFloat(MaterialUnit materialUnit, float origin, float destination, float duration, bool originActive, bool destActive, Curve curve, bool cg = false) : base(cg, curve, materialUnit.Transform)
  70. {
  71. Func = AnimManager.CurveFuncDicF[curve];
  72. Target = materialUnit;
  73. InForward = false;
  74. InBackward = false;
  75. Delta = destination - origin;
  76. Origin = origin;
  77. Duration = duration;
  78. DestActive = destActive;
  79. Destination = destination;
  80. OriginActive = originActive;
  81. }
  82. public override bool StartForward()
  83. {
  84. if (base.StartForward())
  85. {
  86. return true;
  87. }
  88. if (InBackward)
  89. {
  90. InBackward = false;
  91. Timer = AnimManager.GetTimerFloat(Target.GetFloat(), Duration, Origin, Delta, Curve);
  92. }
  93. return false;
  94. }
  95. public override bool StartBackward()
  96. {
  97. if (base.StartBackward())
  98. {
  99. return true;
  100. }
  101. if (InForward)
  102. {
  103. InForward = false;
  104. Timer = AnimManager.GetTimerFloat(Target.GetFloat(), Duration, Destination, -Delta, Curve);
  105. }
  106. return false;
  107. }
  108. public override bool DoForward()
  109. {
  110. Timer += Time.deltaTime;
  111. if (Timer > Duration)
  112. {
  113. InDestination = true;
  114. if (OnForwardFinish != null)
  115. {
  116. OnForwardFinish.Invoke();
  117. }
  118. SetLoop(EventType.ForwardFinish);
  119. return true;
  120. }
  121. else
  122. {
  123. float tempFloat= Func(Timer, Duration, Origin, Delta);
  124. Target.SetFloat(tempFloat);
  125. return false;
  126. }
  127. }
  128. public override bool DoBackward()
  129. {
  130. Timer += Time.deltaTime;
  131. if (Timer > Duration)
  132. {
  133. InOrigin = true;
  134. if (OnBackwardFinish != null)
  135. {
  136. OnBackwardFinish.Invoke();
  137. }
  138. SetLoop(EventType.BackwardFinish);
  139. return true;
  140. }
  141. else
  142. {
  143. float tempFloat = Func(Timer, Duration, Destination, -Delta);
  144. Target.SetFloat(tempFloat);
  145. return false;
  146. }
  147. }
  148. }