123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248 |
- // Author: Daniele Giardini - http://www.demigiant.com
- // Created: 2014/07/19 14:11
- //
- // License Copyright (c) Daniele Giardini.
- // This work is subject to the terms at http://dotween.demigiant.com/license.php
- //
- // =============================================================
- // Contains Daniele Giardini's C# port of the easing equations created by Robert Penner
- // (all easing equations except for Flash, InFlash, OutFlash, InOutFlash,
- // which use some parts of Robert Penner's equations but were created by Daniele Giardini)
- // http://robertpenner.com/easing, see license below:
- // =============================================================
- //
- // TERMS OF USE - EASING EQUATIONS
- //
- // Open source under the BSD License.
- //
- // Copyright ? 2001 Robert Penner
- // All rights reserved.
- //
- // Redistribution and use in source and binary forms, with or without modification,
- // are permitted provided that the following conditions are met:
- //
- // - Redistributions of source code must retain the above copyright notice,
- // this list of conditions and the following disclaimer.
- // - Redistributions in binary form must reproduce the above copyright notice,
- // this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
- // - Neither the name of the author nor the names of contributors may be used to endorse
- // or promote products derived from this software without specific prior written permission.
- // - THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
- // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
- // THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
- // IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- // LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
- // STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
- // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- using System;
- using UnityEngine;
- #pragma warning disable 1591
- namespace FairyGUI
- {
- public static class EaseManager
- {
- const float _PiOver2 = Mathf.PI * 0.5f;
- const float _TwoPi = Mathf.PI * 2;
- /// <summary>
- /// Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected
- /// </summary>
- public static float Evaluate(EaseType easeType, float time, float duration,
- float overshootOrAmplitude = 1.70158f,
- float period = 0,
- CustomEase customEase = null)
- {
- if (duration <= 0)
- return 1;
- switch (easeType)
- {
- case EaseType.Linear:
- return time / duration;
- case EaseType.SineIn:
- return -(float)Math.Cos(time / duration * _PiOver2) + 1;
- case EaseType.SineOut:
- return (float)Math.Sin(time / duration * _PiOver2);
- case EaseType.SineInOut:
- return -0.5f * ((float)Math.Cos(Mathf.PI * time / duration) - 1);
- case EaseType.QuadIn:
- return (time /= duration) * time;
- case EaseType.QuadOut:
- return -(time /= duration) * (time - 2);
- case EaseType.QuadInOut:
- if ((time /= duration * 0.5f) < 1) return 0.5f * time * time;
- return -0.5f * ((--time) * (time - 2) - 1);
- case EaseType.CubicIn:
- return (time /= duration) * time * time;
- case EaseType.CubicOut:
- return ((time = time / duration - 1) * time * time + 1);
- case EaseType.CubicInOut:
- if ((time /= duration * 0.5f) < 1) return 0.5f * time * time * time;
- return 0.5f * ((time -= 2) * time * time + 2);
- case EaseType.QuartIn:
- return (time /= duration) * time * time * time;
- case EaseType.QuartOut:
- return -((time = time / duration - 1) * time * time * time - 1);
- case EaseType.QuartInOut:
- if ((time /= duration * 0.5f) < 1) return 0.5f * time * time * time * time;
- return -0.5f * ((time -= 2) * time * time * time - 2);
- case EaseType.QuintIn:
- return (time /= duration) * time * time * time * time;
- case EaseType.QuintOut:
- return ((time = time / duration - 1) * time * time * time * time + 1);
- case EaseType.QuintInOut:
- if ((time /= duration * 0.5f) < 1) return 0.5f * time * time * time * time * time;
- return 0.5f * ((time -= 2) * time * time * time * time + 2);
- case EaseType.ExpoIn:
- return (time == 0) ? 0 : (float)Math.Pow(2, 10 * (time / duration - 1));
- case EaseType.ExpoOut:
- if (time == duration) return 1;
- return (-(float)Math.Pow(2, -10 * time / duration) + 1);
- case EaseType.ExpoInOut:
- if (time == 0) return 0;
- if (time == duration) return 1;
- if ((time /= duration * 0.5f) < 1) return 0.5f * (float)Math.Pow(2, 10 * (time - 1));
- return 0.5f * (-(float)Math.Pow(2, -10 * --time) + 2);
- case EaseType.CircIn:
- return -((float)Math.Sqrt(1 - (time /= duration) * time) - 1);
- case EaseType.CircOut:
- return (float)Math.Sqrt(1 - (time = time / duration - 1) * time);
- case EaseType.CircInOut:
- if ((time /= duration * 0.5f) < 1) return -0.5f * ((float)Math.Sqrt(1 - time * time) - 1);
- return 0.5f * ((float)Math.Sqrt(1 - (time -= 2) * time) + 1);
- case EaseType.ElasticIn:
- float s0;
- if (time == 0) return 0;
- if ((time /= duration) == 1) return 1;
- if (period == 0) period = duration * 0.3f;
- if (overshootOrAmplitude < 1)
- {
- overshootOrAmplitude = 1;
- s0 = period / 4;
- }
- else s0 = period / _TwoPi * (float)Math.Asin(1 / overshootOrAmplitude);
- return -(overshootOrAmplitude * (float)Math.Pow(2, 10 * (time -= 1)) * (float)Math.Sin((time * duration - s0) * _TwoPi / period));
- case EaseType.ElasticOut:
- float s1;
- if (time == 0) return 0;
- if ((time /= duration) == 1) return 1;
- if (period == 0) period = duration * 0.3f;
- if (overshootOrAmplitude < 1)
- {
- overshootOrAmplitude = 1;
- s1 = period / 4;
- }
- else s1 = period / _TwoPi * (float)Math.Asin(1 / overshootOrAmplitude);
- return (overshootOrAmplitude * (float)Math.Pow(2, -10 * time) * (float)Math.Sin((time * duration - s1) * _TwoPi / period) + 1);
- case EaseType.ElasticInOut:
- float s;
- if (time == 0) return 0;
- if ((time /= duration * 0.5f) == 2) return 1;
- if (period == 0) period = duration * (0.3f * 1.5f);
- if (overshootOrAmplitude < 1)
- {
- overshootOrAmplitude = 1;
- s = period / 4;
- }
- else s = period / _TwoPi * (float)Math.Asin(1 / overshootOrAmplitude);
- if (time < 1) return -0.5f * (overshootOrAmplitude * (float)Math.Pow(2, 10 * (time -= 1)) * (float)Math.Sin((time * duration - s) * _TwoPi / period));
- return overshootOrAmplitude * (float)Math.Pow(2, -10 * (time -= 1)) * (float)Math.Sin((time * duration - s) * _TwoPi / period) * 0.5f + 1;
- case EaseType.BackIn:
- return (time /= duration) * time * ((overshootOrAmplitude + 1) * time - overshootOrAmplitude);
- case EaseType.BackOut:
- return ((time = time / duration - 1) * time * ((overshootOrAmplitude + 1) * time + overshootOrAmplitude) + 1);
- case EaseType.BackInOut:
- if ((time /= duration * 0.5f) < 1) return 0.5f * (time * time * (((overshootOrAmplitude *= (1.525f)) + 1) * time - overshootOrAmplitude));
- return 0.5f * ((time -= 2) * time * (((overshootOrAmplitude *= (1.525f)) + 1) * time + overshootOrAmplitude) + 2);
- case EaseType.BounceIn:
- return Bounce.EaseIn(time, duration);
- case EaseType.BounceOut:
- return Bounce.EaseOut(time, duration);
- case EaseType.BounceInOut:
- return Bounce.EaseInOut(time, duration);
- case EaseType.Custom:
- return customEase != null ? customEase.Evaluate(time / duration) : (time / duration);
- default:
- return -(time /= duration) * (time - 2);
- }
- }
- /// <summary>
- /// This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).
- /// </summary>
- static class Bounce
- {
- /// <summary>
- /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity.
- /// </summary>
- /// <param name="time">
- /// Current time (in frames or seconds).
- /// </param>
- /// <param name="duration">
- /// Expected easing duration (in frames or seconds).
- /// </param>
- /// <returns>
- /// The eased value.
- /// </returns>
- public static float EaseIn(float time, float duration)
- {
- return 1 - EaseOut(duration - time, duration);
- }
- /// <summary>
- /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity.
- /// </summary>
- /// <param name="time">
- /// Current time (in frames or seconds).
- /// </param>
- /// <param name="duration">
- /// Expected easing duration (in frames or seconds).
- /// </param>
- /// <returns>
- /// The eased value.
- /// </returns>
- public static float EaseOut(float time, float duration)
- {
- if ((time /= duration) < (1 / 2.75f))
- {
- return (7.5625f * time * time);
- }
- if (time < (2 / 2.75f))
- {
- return (7.5625f * (time -= (1.5f / 2.75f)) * time + 0.75f);
- }
- if (time < (2.5f / 2.75f))
- {
- return (7.5625f * (time -= (2.25f / 2.75f)) * time + 0.9375f);
- }
- return (7.5625f * (time -= (2.625f / 2.75f)) * time + 0.984375f);
- }
- /// <summary>
- /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="time">
- /// Current time (in frames or seconds).
- /// </param>
- /// <param name="duration">
- /// Expected easing duration (in frames or seconds).
- /// </param>
- /// <returns>
- /// The eased value.
- /// </returns>
- public static float EaseInOut(float time, float duration)
- {
- if (time < duration * 0.5f)
- {
- return EaseIn(time * 2, duration) * 0.5f;
- }
- return EaseOut(time * 2 - duration, duration) * 0.5f + 0.5f;
- }
- }
- }
- }
|