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- using System;
- using System.Collections.Generic;
- using System.Text;
- namespace CommonUnity3D.UGUIAction
- {
- public class FadeAction :ActionBase
- {
- public const string ACTIONTYPE = "FadeAction";
- private float mTargetAlpha = 1.0f;
- private float mStartAlpha = 1.0f;
- private float mTotalTime = 0.0f;
- private float mCurrentTime = 0.0f;
- private int mCurrentCycle = 0;
- private bool mReverse = false;
- public float TargetAlpha
- {
- get { return mTargetAlpha; }
- set
- {
- value = Math.Min(Math.Max(0.0f, value), 1.0f);
- mTargetAlpha = value;
- }
- }
- public float Duration
- {
- get { return mTotalTime; }
- set { mTotalTime = value; }
- }
- public override void onUpdate(IActionCompment unit, float deltaTime)
- {
- if (deltaTime == 0 || (mCurrentTime == mTotalTime)) return;
- float previousTime = mCurrentTime;
- float restTime = mTotalTime - mCurrentTime;
- float carryOverTime = deltaTime > restTime ? deltaTime - restTime : 0.0f;
- mCurrentTime = Math.Min(mTotalTime, mCurrentTime + deltaTime);
- if (mCurrentCycle < 0 && previousTime <= 0 && mCurrentTime > 0)
- {
- mCurrentCycle++;
- }
- float ratio = mCurrentTime / mTotalTime;
- bool reversed = mReverse && (mCurrentCycle % 2 == 1);
- float deltaX = mTargetAlpha - mStartAlpha;
-
- float transitionValue = 0.0f;
- if (reversed == true)
- {
- transitionValue = EaseManager.EasingFromType(0, 1, (float)(1.0 - ratio), mEaseType);
- }
- else
- {
- transitionValue = EaseManager.EasingFromType(0, 1, ratio, mEaseType);
- }
- float currentValue = mStartAlpha + transitionValue * deltaX;
-
- unit.Alpha= currentValue;
-
- if (previousTime < mTotalTime && mCurrentTime >= mTotalTime) { mIsEnd = true; }
- }
- public override void onStart(IActionCompment unit)
- {
- mStartAlpha = unit.Alpha;
- }
- public override bool IsEnd()
- {
- return mIsEnd;
- }
- public override string GetActionType()
- {
- return ACTIONTYPE;
- }
- }
- }
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