using UnityEngine;
using System.Collections;
///
/// Ease type.
///
namespace CommonUnity3D.UGUIAction
{
public enum EaseType{
none,
easeInQuad,
easeOutQuad,
easeInOutQuad,
easeInCubic,
easeOutCubic,
easeInOutCubic,
easeInQuart,
easeOutQuart,
easeInOutQuart,
easeInQuint,
easeOutQuint,
easeInOutQuint,
easeInSine,
easeOutSine,
easeInOutSine,
easeInExpo,
easeOutExpo,
easeInOutExpo,
easeInCirc,
easeOutCirc,
easeInOutCirc,
linear,
spring,
/* GFX47 MOD START */
//bounce,
easeInBounce,
easeOutBounce,
easeInOutBounce,
/* GFX47 MOD END */
easeInBack,
easeOutBack,
easeInOutBack,
/* GFX47 MOD START */
//elastic,
easeInElastic,
easeOutElastic,
easeInOutElastic,
/* GFX47 MOD END */
punch
}
///
/// Loop style.
///
public enum LoopStyle {
Once,
Loop,
PingPong
}
///
/// Ease manager.
///
public class EaseManager {
public delegate float EaseDelegate(float start, float end, float t);
#region ease function
private static float linear(float start, float end, float value){
return Mathf.Lerp(start, end, value);
}
private static float clerp(float start, float end, float value){
float min = 0.0f;
float max = 360.0f;
float half = Mathf.Abs((max - min) / 2.0f);
float retval = 0.0f;
float diff = 0.0f;
if ((end - start) < -half){
diff = ((max - start) + end) * value;
retval = start + diff;
}else if ((end - start) > half){
diff = -((max - end) + start) * value;
retval = start + diff;
}else retval = start + (end - start) * value;
return retval;
}
private static float spring(float start, float end, float value){
value = Mathf.Clamp01(value);
value = (Mathf.Sin(value * Mathf.PI * (0.2f + 2.5f * value * value * value)) * Mathf.Pow(1f - value, 2.2f) + value) * (1f + (1.2f * (1f - value)));
return start + (end - start) * value;
}
private static float easeInQuad(float start, float end, float value){
end -= start;
return end * value * value + start;
}
private static float easeOutQuad(float start, float end, float value){
end -= start;
return -end * value * (value - 2) + start;
}
private static float easeInOutQuad(float start, float end, float value){
value /= .5f;
end -= start;
if (value < 1) return end / 2 * value * value + start;
value--;
return -end / 2 * (value * (value - 2) - 1) + start;
}
private static float easeInCubic(float start, float end, float value){
end -= start;
return end * value * value * value + start;
}
private static float easeOutCubic(float start, float end, float value){
value--;
end -= start;
return end * (value * value * value + 1) + start;
}
private static float easeInOutCubic(float start, float end, float value){
value /= .5f;
end -= start;
if (value < 1) return end / 2 * value * value * value + start;
value -= 2;
return end / 2 * (value * value * value + 2) + start;
}
private static float easeInQuart(float start, float end, float value){
end -= start;
return end * value * value * value * value + start;
}
private static float easeOutQuart(float start, float end, float value){
value--;
end -= start;
return -end * (value * value * value * value - 1) + start;
}
private static float easeInOutQuart(float start, float end, float value){
value /= .5f;
end -= start;
if (value < 1) return end / 2 * value * value * value * value + start;
value -= 2;
return -end / 2 * (value * value * value * value - 2) + start;
}
private static float easeInQuint(float start, float end, float value){
end -= start;
return end * value * value * value * value * value + start;
}
private static float easeOutQuint(float start, float end, float value){
value--;
end -= start;
return end * (value * value * value * value * value + 1) + start;
}
private static float easeInOutQuint(float start, float end, float value){
value /= .5f;
end -= start;
if (value < 1) return end / 2 * value * value * value * value * value + start;
value -= 2;
return end / 2 * (value * value * value * value * value + 2) + start;
}
private static float easeInSine(float start, float end, float value){
end -= start;
return -end * Mathf.Cos(value / 1 * (Mathf.PI / 2)) + end + start;
}
private static float easeOutSine(float start, float end, float value){
end -= start;
return end * Mathf.Sin(value / 1 * (Mathf.PI / 2)) + start;
}
private static float easeInOutSine(float start, float end, float value){
end -= start;
return -end / 2 * (Mathf.Cos(Mathf.PI * value / 1) - 1) + start;
}
private static float easeInExpo(float start, float end, float value){
end -= start;
return end * Mathf.Pow(2, 10 * (value / 1 - 1)) + start;
}
private static float easeOutExpo(float start, float end, float value){
end -= start;
return end * (-Mathf.Pow(2, -10 * value / 1) + 1) + start;
}
private static float easeInOutExpo(float start, float end, float value){
value /= .5f;
end -= start;
if (value < 1) return end / 2 * Mathf.Pow(2, 10 * (value - 1)) + start;
value--;
return end / 2 * (-Mathf.Pow(2, -10 * value) + 2) + start;
}
private static float easeInCirc(float start, float end, float value){
end -= start;
return -end * (Mathf.Sqrt(1 - value * value) - 1) + start;
}
private static float easeOutCirc(float start, float end, float value){
value--;
end -= start;
return end * Mathf.Sqrt(1 - value * value) + start;
}
private static float easeInOutCirc(float start, float end, float value){
value /= .5f;
end -= start;
if (value < 1) return -end / 2 * (Mathf.Sqrt(1 - value * value) - 1) + start;
value -= 2;
return end / 2 * (Mathf.Sqrt(1 - value * value) + 1) + start;
}
/* GFX47 MOD START */
private static float easeInBounce(float start, float end, float value){
end -= start;
float d = 1f;
return end - easeOutBounce(0, end, d-value) + start;
}
/* GFX47 MOD END */
/* GFX47 MOD START */
//private static float bounce(float start, float end, float value){
private static float easeOutBounce(float start, float end, float value){
value /= 1f;
end -= start;
if (value < (1 / 2.75f)){
return end * (7.5625f * value * value) + start;
}else if (value < (2 / 2.75f)){
value -= (1.5f / 2.75f);
return end * (7.5625f * (value) * value + .75f) + start;
}else if (value < (2.5 / 2.75)){
value -= (2.25f / 2.75f);
return end * (7.5625f * (value) * value + .9375f) + start;
}else{
value -= (2.625f / 2.75f);
return end * (7.5625f * (value) * value + .984375f) + start;
}
}
/* GFX47 MOD END */
/* GFX47 MOD START */
private static float easeInOutBounce(float start, float end, float value){
end -= start;
float d = 1f;
if (value < d/2) return easeInBounce(0, end, value*2) * 0.5f + start;
else return easeOutBounce(0, end, value*2-d) * 0.5f + end*0.5f + start;
}
/* GFX47 MOD END */
private static float easeInBack(float start, float end, float value){
end -= start;
value /= 1;
float s = 1.70158f;
return end * (value) * value * ((s + 1) * value - s) + start;
}
private static float easeOutBack(float start, float end, float value){
float s = 1.70158f;
end -= start;
value = (value / 1) - 1;
return end * ((value) * value * ((s + 1) * value + s) + 1) + start;
}
private static float easeInOutBack(float start, float end, float value){
float s = 1.70158f;
end -= start;
value /= .5f;
if ((value) < 1){
s *= (1.525f);
return end / 2 * (value * value * (((s) + 1) * value - s)) + start;
}
value -= 2;
s *= (1.525f);
return end / 2 * ((value) * value * (((s) + 1) * value + s) + 2) + start;
}
private static float punch(float amplitude, float value){
float s = 9;
if (value == 0){
return 0;
}
if (value == 1){
return 0;
}
float period = 1 * 0.3f;
s = period / (2 * Mathf.PI) * Mathf.Asin(0);
return (amplitude * Mathf.Pow(2, -10 * value) * Mathf.Sin((value * 1 - s) * (2 * Mathf.PI) / period));
}
/* GFX47 MOD START */
private static float easeInElastic(float start, float end, float value){
end -= start;
float d = 1f;
float p = d * .3f;
float s = 0;
float a = 0;
if (value == 0) return start;
if ((value /= d) == 1) return start + end;
if (a == 0f || a < Mathf.Abs(end)){
a = end;
s = p / 4;
}else{
s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
}
return -(a * Mathf.Pow(2, 10 * (value-=1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p)) + start;
}
/* GFX47 MOD END */
/* GFX47 MOD START */
//private static float elastic(float start, float end, float value){
private static float easeOutElastic(float start, float end, float value){
/* GFX47 MOD END */
//Thank you to rafael.marteleto for fixing this as a port over from Pedro's UnityTween
end -= start;
float d = 1f;
float p = d * .3f;
float s = 0;
float a = 0;
if (value == 0) return start;
if ((value /= d) == 1) return start + end;
if (a == 0f || a < Mathf.Abs(end)){
a = end;
s = p / 4;
}else{
s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
}
return (a * Mathf.Pow(2, -10 * value) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p) + end + start);
}
/* GFX47 MOD START */
private static float easeInOutElastic(float start, float end, float value){
end -= start;
float d = 1f;
float p = d * .3f;
float s = 0;
float a = 0;
if (value == 0) return start;
if ((value /= d/2) == 2) return start + end;
if (a == 0f || a < Mathf.Abs(end)){
a = end;
s = p / 4;
}else{
s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
}
if (value < 1) return -0.5f * (a * Mathf.Pow(2, 10 * (value-=1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p)) + start;
return a * Mathf.Pow(2, -10 * (value-=1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p) * 0.5f + end + start;
}
/* GFX47 MOD END */
public static float EasingFromType(float start, float end, float t, EaseType type){
switch (type){
case EaseType.easeInQuad:
return easeInQuad(start, end, t);
case EaseType.easeOutQuad:
return easeOutQuad(start, end, t);
case EaseType.easeInOutQuad:
return easeInOutQuad(start, end, t);
case EaseType.easeInCubic:
return easeInCubic(start, end, t);
case EaseType.easeOutCubic:
return easeOutCubic(start, end, t);
case EaseType.easeInOutCubic:
return easeInOutCubic(start, end, t);
case EaseType.easeInQuart:
return easeInQuart(start, end, t);
case EaseType.easeOutQuart:
return easeOutQuart(start, end, t);
case EaseType.easeInOutQuart:
return easeInOutQuart(start, end, t);
case EaseType.easeInQuint:
return easeInQuint(start, end, t);
case EaseType.easeOutQuint:
return easeOutQuint(start, end, t);
case EaseType.easeInOutQuint:
return easeInOutQuint(start, end, t);
case EaseType.easeInSine:
return easeInSine(start, end, t);
case EaseType.easeOutSine:
return easeOutSine(start, end, t);
case EaseType.easeInOutSine:
return easeInOutSine(start, end, t);
case EaseType.easeInExpo:
return easeInExpo(start, end, t);
case EaseType.easeOutExpo:
return easeOutExpo(start, end, t);
case EaseType.easeInOutExpo:
return easeInOutExpo(start, end, t);
case EaseType.easeInCirc:
return easeInCirc(start, end, t);
case EaseType.easeOutCirc:
return easeOutCirc(start, end, t);
case EaseType.easeInOutCirc:
return easeInOutCirc(start, end, t);
case EaseType.linear:
return linear(start, end, t);
case EaseType.spring:
return spring(start, end, t);
/* GFX47 MOD START */
/*case EaseType.bounce:
return bounce(start, end, t);
*/
case EaseType.easeInBounce:
return easeInBounce(start, end, t);
case EaseType.easeOutBounce:
return easeOutBounce(start, end, t);
case EaseType.easeInOutBounce:
return easeInOutBounce(start, end, t);
/* GFX47 MOD END */
case EaseType.easeInBack:
return easeInBack(start, end, t);
case EaseType.easeOutBack:
return easeOutBack(start, end, t);
case EaseType.easeInOutBack:
return easeInOutBack(start, end, t);
/* GFX47 MOD START */
/*case EaseType.elastic:
return elastic(start, end, t);
*/
case EaseType.easeInElastic:
return easeInElastic(start, end, t);
case EaseType.easeOutElastic:
return easeOutElastic(start, end, t);
case EaseType.easeInOutElastic:
return easeInOutElastic(start, end, t);
/* GFX47 MOD END */
}
return linear(start, end, t);
}
#endregion
}
}