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using UnityEngine;
using UnityEngine.UI;
using EnhancedUI.EnhancedScroller;
using EnhancedUI;
using System;
using System.Collections;
namespace EnhancedUI.EnhancedScroller
{
public class Tween : MonoBehaviour
{
/// <summary>
/// The easing type
/// </summary>
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;
/// <summary>
/// Moves the scroll position over time between two points given an easing function. When the
/// tween is complete it will fire the jumpComplete delegate.
/// </summary>
/// <param name="tweenType">The type of easing to use</param>
/// <param name="time">The amount of time to interpolate</param>
/// <param name="start">The starting scroll position</param>
/// <param name="end">The ending scroll position</param>
/// <param name="jumpComplete">The action to fire when the tween is complete</param>
/// <returns></returns>
public IEnumerator TweenPosition(TweenType tweenType, float time, float start, float end, Action<float, float> 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;
}
}
}