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- using System;
- using System.Collections.Generic;
- using System.Text;
- using UnityEngine;
- namespace CommonUnity3D.UGUIAction
- {
- /// <summary>
- /// 移动动作.
- /// eg:
- /// MoveAction move = new MoveAction();
- /// move.Duration = 1;
- /// move.TargetX = 960;
- /// move.TargetY = 640;
- /// move.ActionEaseType = CommonUnity3D.UGUIAction.EaseType.easeInOutBack;
- /// move.ActionFinishCallBack = MoveActionCallBack;
- /// cvs.AddAction(move);
- /// </summary>
- public class MoveAction : ActionBase
- {
- public const string ACTIONTYPE = "MoveAction";
- private float mTargetX = 0.0f;
- private float mTargetY = 0.0f;
- private float mStartX = 0.0f;
- private float mStartY = 0.0f;
- private float mTotalTime = 0.0f;
- private float mCurrentTime = 0.0f;
- private int mCurrentCycle = 0;
- private bool mReverse = false;
- private Vector2 mV = Vector2.zero;
-
- public float TargetX
- {
- get { return mTargetX; }
- set { mTargetX = value; }
- }
- public float TargetY
- {
- get { return mTargetY; }
- set { mTargetY = 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 = mTargetX - mStartX;
- float deltaY = mTargetY - mStartY;
- float transitionValue = 0.0f;
- if (reversed == true)
- {
- //transitionValue = Transitions.GetTransitionValue(mTransitions, (float)(1.0 - ratio));
- transitionValue = EaseManager.EasingFromType(0, 1, (float)(1.0 - ratio), mEaseType);
- }
- else
- {
- //transitionValue = Transitions.GetTransitionValue(mTransitions, ratio);
- transitionValue = EaseManager.EasingFromType(0, 1, ratio, mEaseType);
- }
- float currentValueX = mStartX + transitionValue * deltaX;
- float currentValueY = mStartY + transitionValue * deltaY;
- mV.x = currentValueX;
- mV.y = currentValueY;
- unit.Position2D = mV;
- if (previousTime < mTotalTime && mCurrentTime >= mTotalTime) { mIsEnd = true; }
- }
- public override void onStart(IActionCompment unit)
- {
- Vector2 v = unit.Position2D;
- mStartX = v.x;
- mStartY = v.y;
- }
- public override bool IsEnd()
- {
- return mIsEnd;
- }
- public override string GetActionType()
- {
- return ACTIONTYPE;
- }
- }
- }
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