Ejemplo n.º 1
0
            public void Read(FileStream fs)
            {
                this.header = (UIMotionData.Property.PropertyHeader)UIMotionData.ReadObject(fs, typeof(UIMotionData.Property.PropertyHeader));
                int num = 0;

                while ((long)num < (long)((ulong)this.header.keyframeNum))
                {
                    UIMotionData.Property.Keyframe keyframe = (UIMotionData.Property.Keyframe)UIMotionData.ReadObject(fs, typeof(UIMotionData.Property.Keyframe));
                    this.keyframes.Add(keyframe);
                    num++;
                }
            }
Ejemplo n.º 2
0
        private void SetMotionData(UIMotionData data)
        {
            float timeScale          = data.header.timeScale;
            Func <float, float> func = (float timeValue) => timeValue / timeScale * 1000f;

            this.duration = func.Invoke(data.header.duration);
            using (List <UIMotionData.Property> .Enumerator enumerator = data.properties.GetEnumerator())
            {
                while (enumerator.MoveNext())
                {
                    UIMotionData.Property current = enumerator.Current;
                    AnimationInterpolator easingCurve;
                    if (current.header.useTimeMap)
                    {
                        int strength = data.timeMaps[(int)current.header.timeMapIndex].header.strength;
                        switch (data.timeMaps[(int)current.header.timeMapIndex].header.easeType)
                        {
                        case EaseType.Quadratic:
                            easingCurve = AnimationUtility.GetQuadInterpolator(strength);
                            break;

                        case EaseType.Cubic:
                            easingCurve = AnimationUtility.GetCubicInterpolator(strength);
                            break;

                        case EaseType.Quartic:
                            easingCurve = AnimationUtility.GetQuarticInterpolator(strength);
                            break;

                        case EaseType.Quintic:
                            easingCurve = AnimationUtility.GetQuinticInterpolator(strength);
                            break;

                        case EaseType.DualQuadratic:
                            easingCurve = AnimationUtility.GetDualQuadInterpolator(strength);
                            break;

                        case EaseType.DualCubic:
                            easingCurve = AnimationUtility.GetDualCubicInterpolator(strength);
                            break;

                        case EaseType.DualQuartic:
                            easingCurve = AnimationUtility.GetDualQuarticInterpolator(strength);
                            break;

                        case EaseType.DualQuintic:
                            easingCurve = AnimationUtility.GetDualQuinticInterpolator(strength);
                            break;

                        case EaseType.Bounce:
                            easingCurve = AnimationUtility.GetBounceInterpolator(strength);
                            break;

                        case EaseType.BounceIn:
                            easingCurve = AnimationUtility.GetBounceInInterpolator(strength);
                            break;

                        case EaseType.Spring:
                            easingCurve = AnimationUtility.GetSpringInterpolator(strength);
                            break;

                        case EaseType.SineWave:
                            easingCurve = AnimationUtility.GetSineWaveInterpolator(strength);
                            break;

                        case EaseType.SawtoothWave:
                            easingCurve = AnimationUtility.GetSawtoothWaveInterpolator(strength);
                            break;

                        case EaseType.SquareWave:
                            easingCurve = AnimationUtility.GetSquareWaveInterpolator(strength);
                            break;

                        case EaseType.RandomSquareWave:
                            easingCurve = AnimationUtility.GetRandomSquareWaveInterpolator(strength);
                            break;

                        case EaseType.DampedWave:
                            easingCurve = AnimationUtility.GetDampedWaveInterpolator(strength);
                            break;

                        default:
                            easingCurve = new AnimationInterpolator(AnimationUtility.LinearInterpolator);
                            break;
                        }
                    }
                    else
                    {
                        easingCurve = new AnimationInterpolator(AnimationUtility.LinearInterpolator);
                    }
                    if (current.keyframes.Count > 0)
                    {
                        UIMotionData.Property.Keyframe            keyframe = current.keyframes[0];
                        AnimationUtility.CubicBezierCurveSequence cubicBezierCurveSequence = new AnimationUtility.CubicBezierCurveSequence(func.Invoke(keyframe.time), keyframe.anchorY);
                        cubicBezierCurveSequence.EasingCurve = easingCurve;
                        for (int i = 0; i < current.keyframes.Count - 1; i++)
                        {
                            int num  = i;
                            int num2 = i + 1;
                            UIMotionData.Property.Keyframe keyframe2 = current.keyframes[num];
                            UIMotionData.Property.Keyframe keyframe3 = current.keyframes[num2];
                            float num3        = keyframe2.time;
                            float num4        = keyframe3.time;
                            float control1X   = func.Invoke(keyframe2.nextX + num3);
                            float control1Y   = keyframe2.nextY;
                            float control2X   = func.Invoke(keyframe3.previousX + num4);
                            float control2Y   = keyframe3.previousY;
                            float nextAnchorX = func.Invoke(keyframe3.time);
                            float nextAnchorY = keyframe3.anchorY;
                            cubicBezierCurveSequence.AppendSegment(control1X, control1Y, control2X, control2Y, nextAnchorX, nextAnchorY);
                        }
                        this.timelines.Add(current.header.propertyType, cubicBezierCurveSequence);
                    }
                }
            }
        }