using UnityEngine; using UnityEngine.UI; using EnhancedUI.EnhancedScroller; using EnhancedUI; using System; using System.Collections; namespace EnhancedUI.EnhancedScroller { public class Tween : MonoBehaviour { /// /// The easing type /// public enum TweenType { immediate, linear, spring, easeInQuad, easeOutQuad, easeInOutQuad, easeInCubic, easeOutCubic, easeInOutCubic, easeInQuart, easeOutQuart, easeInOutQuart, easeInQuint, easeOutQuint, easeInOutQuint, easeInSine, easeOutSine, easeInOutSine, easeInExpo, easeOutExpo, easeInOutExpo, easeInCirc, easeOutCirc, easeInOutCirc, easeInBounce, easeOutBounce, easeInOutBounce, easeInBack, easeOutBack, easeInOutBack, easeInElastic, easeOutElastic, easeInOutElastic } private float _tweenTimeLeft; /// /// Moves the scroll position over time between two points given an easing function. When the /// tween is complete it will fire the jumpComplete delegate. /// /// The type of easing to use /// The amount of time to interpolate /// The starting scroll position /// The ending scroll position /// The action to fire when the tween is complete /// public IEnumerator TweenPosition(TweenType tweenType, float time, float start, float end, Action tweenUpdated, Action tweenComplete) { if (!(tweenType == TweenType.immediate || time == 0)) { _tweenTimeLeft = 0; var newPosition = 0f; var lastPosition = start; // while the tween has time left, use an easing function while (_tweenTimeLeft < time) { switch (tweenType) { case TweenType.linear: newPosition = linear(start, end, (_tweenTimeLeft / time)); break; case TweenType.spring: newPosition = spring(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeInQuad: newPosition = easeInQuad(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeOutQuad: newPosition = easeOutQuad(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeInOutQuad: newPosition = easeInOutQuad(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeInCubic: newPosition = easeInCubic(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeOutCubic: newPosition = easeOutCubic(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeInOutCubic: newPosition = easeInOutCubic(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeInQuart: newPosition = easeInQuart(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeOutQuart: newPosition = easeOutQuart(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeInOutQuart: newPosition = easeInOutQuart(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeInQuint: newPosition = easeInQuint(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeOutQuint: newPosition = easeOutQuint(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeInOutQuint: newPosition = easeInOutQuint(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeInSine: newPosition = easeInSine(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeOutSine: newPosition = easeOutSine(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeInOutSine: newPosition = easeInOutSine(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeInExpo: newPosition = easeInExpo(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeOutExpo: newPosition = easeOutExpo(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeInOutExpo: newPosition = easeInOutExpo(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeInCirc: newPosition = easeInCirc(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeOutCirc: newPosition = easeOutCirc(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeInOutCirc: newPosition = easeInOutCirc(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeInBounce: newPosition = easeInBounce(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeOutBounce: newPosition = easeOutBounce(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeInOutBounce: newPosition = easeInOutBounce(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeInBack: newPosition = easeInBack(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeOutBack: newPosition = easeOutBack(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeInOutBack: newPosition = easeInOutBack(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeInElastic: newPosition = easeInElastic(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeOutElastic: newPosition = easeOutElastic(start, end, (_tweenTimeLeft / time)); break; case TweenType.easeInOutElastic: newPosition = easeInOutElastic(start, end, (_tweenTimeLeft / time)); break; } if (tweenUpdated != null) tweenUpdated(newPosition, newPosition - lastPosition); lastPosition = newPosition; // increase the time elapsed _tweenTimeLeft += Time.unscaledDeltaTime; yield return null; } } // the time has expired, so we make sure the final value // is the actual end position. if (tweenUpdated != null) tweenUpdated(end, 0); // the tween jump is complete, so we fire the delegate if (tweenComplete != null) tweenComplete(); } private float linear(float start, float end, float val) { return Mathf.Lerp(start, end, val); } private static float spring(float start, float end, float val) { val = Mathf.Clamp01(val); val = (Mathf.Sin(val * Mathf.PI * (0.2f + 2.5f * val * val * val)) * Mathf.Pow(1f - val, 2.2f) + val) * (1f + (1.2f * (1f - val))); return start + (end - start) * val; } private static float easeInQuad(float start, float end, float val) { end -= start; return end * val * val + start; } private static float easeOutQuad(float start, float end, float val) { end -= start; return -end * val * (val - 2) + start; } private static float easeInOutQuad(float start, float end, float val) { val /= .5f; end -= start; if (val < 1) return end / 2 * val * val + start; val--; return -end / 2 * (val * (val - 2) - 1) + start; } private static float easeInCubic(float start, float end, float val) { end -= start; return end * val * val * val + start; } private static float easeOutCubic(float start, float end, float val) { val--; end -= start; return end * (val * val * val + 1) + start; } private static float easeInOutCubic(float start, float end, float val) { val /= .5f; end -= start; if (val < 1) return end / 2 * val * val * val + start; val -= 2; return end / 2 * (val * val * val + 2) + start; } private static float easeInQuart(float start, float end, float val) { end -= start; return end * val * val * val * val + start; } private static float easeOutQuart(float start, float end, float val) { val--; end -= start; return -end * (val * val * val * val - 1) + start; } private static float easeInOutQuart(float start, float end, float val) { val /= .5f; end -= start; if (val < 1) return end / 2 * val * val * val * val + start; val -= 2; return -end / 2 * (val * val * val * val - 2) + start; } private static float easeInQuint(float start, float end, float val) { end -= start; return end * val * val * val * val * val + start; } private static float easeOutQuint(float start, float end, float val) { val--; end -= start; return end * (val * val * val * val * val + 1) + start; } private static float easeInOutQuint(float start, float end, float val) { val /= .5f; end -= start; if (val < 1) return end / 2 * val * val * val * val * val + start; val -= 2; return end / 2 * (val * val * val * val * val + 2) + start; } private static float easeInSine(float start, float end, float val) { end -= start; return -end * Mathf.Cos(val / 1 * (Mathf.PI / 2)) + end + start; } private static float easeOutSine(float start, float end, float val) { end -= start; return end * Mathf.Sin(val / 1 * (Mathf.PI / 2)) + start; } private static float easeInOutSine(float start, float end, float val) { end -= start; return -end / 2 * (Mathf.Cos(Mathf.PI * val / 1) - 1) + start; } private static float easeInExpo(float start, float end, float val) { end -= start; return end * Mathf.Pow(2, 10 * (val / 1 - 1)) + start; } private static float easeOutExpo(float start, float end, float val) { end -= start; return end * (-Mathf.Pow(2, -10 * val / 1) + 1) + start; } private static float easeInOutExpo(float start, float end, float val) { val /= .5f; end -= start; if (val < 1) return end / 2 * Mathf.Pow(2, 10 * (val - 1)) + start; val--; return end / 2 * (-Mathf.Pow(2, -10 * val) + 2) + start; } private static float easeInCirc(float start, float end, float val) { end -= start; return -end * (Mathf.Sqrt(1 - val * val) - 1) + start; } private static float easeOutCirc(float start, float end, float val) { val--; end -= start; return end * Mathf.Sqrt(1 - val * val) + start; } private static float easeInOutCirc(float start, float end, float val) { val /= .5f; end -= start; if (val < 1) return -end / 2 * (Mathf.Sqrt(1 - val * val) - 1) + start; val -= 2; return end / 2 * (Mathf.Sqrt(1 - val * val) + 1) + start; } private static float easeInBounce(float start, float end, float val) { end -= start; float d = 1f; return end - easeOutBounce(0, end, d - val) + start; } private static float easeOutBounce(float start, float end, float val) { val /= 1f; end -= start; if (val < (1 / 2.75f)) { return end * (7.5625f * val * val) + start; } else if (val < (2 / 2.75f)) { val -= (1.5f / 2.75f); return end * (7.5625f * (val) * val + .75f) + start; } else if (val < (2.5 / 2.75)) { val -= (2.25f / 2.75f); return end * (7.5625f * (val) * val + .9375f) + start; } else { val -= (2.625f / 2.75f); return end * (7.5625f * (val) * val + .984375f) + start; } } private static float easeInOutBounce(float start, float end, float val) { end -= start; float d = 1f; if (val < d / 2) return easeInBounce(0, end, val * 2) * 0.5f + start; else return easeOutBounce(0, end, val * 2 - d) * 0.5f + end * 0.5f + start; } private static float easeInBack(float start, float end, float val) { end -= start; val /= 1; float s = 1.70158f; return end * (val) * val * ((s + 1) * val - s) + start; } private static float easeOutBack(float start, float end, float val) { float s = 1.70158f; end -= start; val = (val / 1) - 1; return end * ((val) * val * ((s + 1) * val + s) + 1) + start; } private static float easeInOutBack(float start, float end, float val) { float s = 1.70158f; end -= start; val /= .5f; if ((val) < 1) { s *= (1.525f); return end / 2 * (val * val * (((s) + 1) * val - s)) + start; } val -= 2; s *= (1.525f); return end / 2 * ((val) * val * (((s) + 1) * val + s) + 2) + start; } private static float easeInElastic(float start, float end, float val) { end -= start; float d = 1f; float p = d * .3f; float s = 0; float a = 0; if (val == 0) return start; val = val / d; if (val == 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); } val = val - 1; return -(a * Mathf.Pow(2, 10 * val) * Mathf.Sin((val * d - s) * (2 * Mathf.PI) / p)) + start; } private static float easeOutElastic(float start, float end, float val) { end -= start; float d = 1f; float p = d * .3f; float s = 0; float a = 0; if (val == 0) return start; val = val / d; if (val == 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 * val) * Mathf.Sin((val * d - s) * (2 * Mathf.PI) / p) + end + start); } private static float easeInOutElastic(float start, float end, float val) { end -= start; float d = 1f; float p = d * .3f; float s = 0; float a = 0; if (val == 0) return start; val = val / (d / 2); if (val == 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 (val < 1) { val = val - 1; return -0.5f * (a * Mathf.Pow(2, 10 * val) * Mathf.Sin((val * d - s) * (2 * Mathf.PI) / p)) + start; } val = val - 1; return a * Mathf.Pow(2, -10 * val) * Mathf.Sin((val * d - s) * (2 * Mathf.PI) / p) * 0.5f + end + start; } } }