Example #1
0
        /// <summary>
        /// 停止一个动画
        /// </summary>
        /// <param name="animGameObject">要停止的动画</param>
        /// <param name="isCallBack">是否触发回调</param>
        public static void StopAnim(AnimData animData, bool isCallBack = false)
        {
            if (GetInstance().animList.Contains(animData))
            {
                if (isCallBack)
                {
                    animData.ExecuteCallBack();
                }

                GetInstance().animList.Remove(animData);
            }
        }
Example #2
0
        public static void ClearAllAnim(bool isCallBack = false)
        {
            for (int i = 0; i < GetInstance().animList.Count; i++)
            {
                AnimData animTmp = GetInstance().animList[i];
                if (isCallBack)
                {
                    animTmp.ExecuteCallBack();
                }
            }

            GetInstance().animList.Clear();
        }
Example #3
0
        public static AnimData Rotation(GameObject animObject, Quaternion?from, Quaternion to,

                                        float time             = 0.5f,
                                        float delayTime        = 0,
                                        bool isLocal           = true,
                                        InterpType interp      = InterpType.Default,
                                        bool IsIgnoreTimeScale = false,
                                        RepeatType repeatType  = RepeatType.Once,
                                        int repeatCount        = -1,

                                        AnimCallBack callBack = null, object[] parameter = null)
        {
            AnimType   animType;
            Quaternion fromTmp;

            if (isLocal)
            {
                fromTmp  = from ?? animObject.transform.localRotation;
                animType = AnimType.LocalRotation;
            }
            else
            {
                fromTmp  = from ?? animObject.transform.rotation;
                animType = AnimType.Rotation;
            }

            AnimData l_tmp = new AnimData();;

            l_tmp.m_animGameObejct = animObject;
            l_tmp.m_animType       = animType;
            l_tmp.m_fromQ4         = fromTmp;
            l_tmp.m_toQ4           = to;

            l_tmp.m_isLocal = isLocal;

            l_tmp.m_delayTime         = delayTime;
            l_tmp.m_totalTime         = time;
            l_tmp.m_interpolationType = interp;
            l_tmp.m_repeatType        = repeatType;
            l_tmp.m_repeatCount       = repeatCount;
            l_tmp.m_ignoreTimeScale   = IsIgnoreTimeScale;
            l_tmp.m_callBack          = callBack;
            l_tmp.m_parameter         = parameter;

            l_tmp.Init();

            GetInstance().animList.Add(l_tmp);
            return(l_tmp);
        }
Example #4
0
        /// <summary>
        /// 动画移动到某位置
        /// </summary>
        /// <param name="animObject">动画对象</param>
        /// <param name="from">起点位置(可空,如为空则从当前位置开始)</param>
        /// <param name="to">终点位置</param>
        /// <param name="time">动画时间</param>
        /// <param name="isLocal">是否是用相对位置</param>
        /// <param name="interp">插值类型</param>
        /// <param name="IsIgnoreTimeScale">是否忽略时间缩放</param>
        /// <param name="repeatType">重复类型</param>
        /// <param name="repeatCount">重复次数</param>
        /// <param name="callBack">动画完成回调函数</param>
        /// <param name="parameter">动画完成回调函数传参</param>
        /// <returns></returns>
        public static AnimData Move(GameObject animObject, Vector3?from, Vector3 to,
                                    float delayTime        = 0,
                                    float time             = 0.5f,
                                    bool isLocal           = true,
                                    InterpType interp      = InterpType.Default,
                                    bool IsIgnoreTimeScale = false,
                                    RepeatType repeatType  = RepeatType.Once,
                                    int repeatCount        = -1,
                                    Transform toTransform  = null,
                                    AnimCallBack callBack  = null,
                                    object[] parameter     = null)
        {
            Vector3  fromTmp;
            AnimType animType;

            if (isLocal)
            {
                fromTmp  = from ?? animObject.transform.localPosition;
                animType = AnimType.LocalPosition;
            }
            else
            {
                fromTmp  = from ?? animObject.transform.position;
                animType = AnimType.Position;
            }

            AnimData l_tmp = new AnimData();;

            l_tmp.m_animGameObejct = animObject;
            l_tmp.m_animType       = animType;
            l_tmp.m_fromV3         = fromTmp;
            l_tmp.m_toV3           = to;
            l_tmp.m_isLocal        = isLocal;
            l_tmp.m_toTransform    = toTransform;

            l_tmp.m_delayTime         = delayTime;
            l_tmp.m_totalTime         = time;
            l_tmp.m_interpolationType = interp;
            l_tmp.m_repeatType        = repeatType;
            l_tmp.m_repeatCount       = repeatCount;
            l_tmp.m_ignoreTimeScale   = IsIgnoreTimeScale;
            l_tmp.m_callBack          = callBack;
            l_tmp.m_parameter         = parameter;

            l_tmp.Init();

            GetInstance().animList.Add(l_tmp);
            return(l_tmp);
        }
Example #5
0
        public static AnimData BezierMove(GameObject animObject, Vector3?from, Vector3 to,
                                          Vector3[] bezier_contral,
                                          float time              = 0.5f,
                                          float delayTime         = 0,
                                          RepeatType repeatType   = RepeatType.Once,
                                          int repeatCount         = -1,
                                          InterpType interp       = InterpType.Default,
                                          bool isLocal            = true,
                                          PathType bezierMoveType = PathType.Bezier2,

                                          AnimCallBack callBack = null, object[] parameter = null)
        {
            AnimData l_tmp = new AnimData();;

            if (isLocal)
            {
                l_tmp.m_animType = AnimType.LocalPosition;
                l_tmp.m_fromV3   = from ?? animObject.transform.localPosition;
            }
            else
            {
                l_tmp.m_animType = AnimType.Position;
                l_tmp.m_fromV3   = from ?? animObject.transform.position;
            }

            l_tmp.m_animGameObejct = animObject;


            l_tmp.m_toV3      = to;
            l_tmp.m_isLocal   = isLocal;
            l_tmp.m_pathType  = bezierMoveType;
            l_tmp.m_v3Contral = bezier_contral;

            l_tmp.m_delayTime         = delayTime;
            l_tmp.m_totalTime         = time;
            l_tmp.m_interpolationType = interp;
            l_tmp.m_repeatType        = repeatType;
            l_tmp.m_repeatCount       = repeatCount;
            l_tmp.m_callBack          = callBack;
            l_tmp.m_parameter         = parameter;

            l_tmp.Init();

            GetInstance().animList.Add(l_tmp);
            return(l_tmp);
        }
Example #6
0
        /// <summary>
        /// 动画过度到目标颜色
        /// </summary>
        /// <param name="animObject">动画对象</param>
        /// <param name="from">起始颜色(可空)</param>
        /// <param name="to">目标颜色</param>
        /// <param name="time">动画时间</param>
        /// <param name="isChild">是否影响子节点</param>
        /// <param name="interp">插值类型</param>
        /// <param name="IsIgnoreTimeScale">是否忽略时间缩放</param>
        /// <param name="repeatType">重复类型</param>
        /// <param name="repeatCount">重复次数</param>
        /// <param name="callBack">动画完成回调函数</param>
        /// <param name="parameter">动画完成回调函数传参</param>
        /// <returns></returns>
        public static AnimData UguiColor(GameObject animObject, Color?from, Color to,
                                         float time             = 0.5f,
                                         float delayTime        = 0,
                                         InterpType interp      = InterpType.Default,
                                         bool isChild           = true,
                                         bool IsIgnoreTimeScale = false,
                                         RepeatType repeatType  = RepeatType.Once,
                                         int repeatCount        = -1,
                                         AnimCallBack callBack  = null, object[] parameter = null)
        {
            Color fromTmp = from ?? Color.white;

            if (from == null)
            {
                if (animObject.GetComponent <Graphic>() != null)
                {
                    fromTmp = from ?? animObject.GetComponent <Graphic>().color;
                }
            }

            AnimData l_tmp = new AnimData();

            l_tmp.m_animGameObejct = animObject;
            l_tmp.m_animType       = AnimType.UGUI_Color;
            l_tmp.m_fromColor      = fromTmp;
            l_tmp.m_toColor        = to;
            l_tmp.m_isChild        = isChild;

            l_tmp.m_delayTime         = delayTime;
            l_tmp.m_totalTime         = time;
            l_tmp.m_interpolationType = interp;
            l_tmp.m_repeatType        = repeatType;
            l_tmp.m_repeatCount       = repeatCount;
            l_tmp.m_ignoreTimeScale   = IsIgnoreTimeScale;
            l_tmp.m_callBack          = callBack;
            l_tmp.m_parameter         = parameter;

            l_tmp.Init();

            GetInstance().animList.Add(l_tmp);
            return(l_tmp);
        }
Example #7
0
        /// <summary>
        /// 停止一个对象身上的所有动画
        /// </summary>
        /// <param name="animGameObject">要停止动画的对象</param>
        /// <param name="isCallBack">是否触发回调</param>
        public static void StopAnim(GameObject animGameObject, bool isCallBack = false)
        {
            for (int i = 0; i < GetInstance().animList.Count; i++)
            {
                if (GetInstance().animList[i].m_animGameObejct == animGameObject)
                {
                    AnimData animData = GetInstance().animList[i];

                    if (isCallBack)
                    {
                        animData.ExecuteCallBack();
                    }

                    GetInstance().removeList.Add(animData);
                }
            }

            for (int i = 0; i < GetInstance().removeList.Count; i++)
            {
                GetInstance().animList.Remove(GetInstance().removeList[i]);
            }
            GetInstance().removeList.Clear();
        }
Example #8
0
            public AnimData GetAnimData()
            {
                AnimData DataTmp = SafeObjectPool <AnimData> .Instance.Allocate();

                foreach (var hash in this)
                {
                    AnimParamType l_ParamType = hash.Key;
                    switch (l_ParamType)
                    {
                    //基础参数
                    case AnimParamType.GameObj: DataTmp.m_animGameObejct = (GameObject)hash.Value; break;

                    case AnimParamType.AnimType: DataTmp.m_animType = (AnimType)hash.Value; break;

                    case AnimParamType.Time: DataTmp.m_totalTime = (float)hash.Value; break;

                    case AnimParamType.InteType: DataTmp.m_interpolationType = (InterpType)hash.Value; break;

                    case AnimParamType.RepeatType: DataTmp.m_repeatType = (RepeatType)hash.Value; break;

                    case AnimParamType.RepeatCount: DataTmp.m_repeatCount = (int)hash.Value; break;

                    case AnimParamType.DelayTime: DataTmp.m_delayTime = (float)hash.Value; break;

                    //From
                    case AnimParamType.FromV3: DataTmp.m_fromV3 = (Vector3)hash.Value; break;

                    case AnimParamType.FromV2: DataTmp.m_fromV2 = (Vector2)hash.Value; break;

                    case AnimParamType.FromColor: DataTmp.m_fromColor = (Color)hash.Value; break;

                    case AnimParamType.FromFloat: DataTmp.m_fromFloat = (float)hash.Value; break;

                    //To
                    case AnimParamType.ToV3: DataTmp.m_toV3 = (Vector3)hash.Value; break;

                    case AnimParamType.ToV2: DataTmp.m_toV2 = (Vector2)hash.Value; break;

                    case AnimParamType.ToColor: DataTmp.m_toColor = (Color)hash.Value; break;

                    case AnimParamType.ToFloat: DataTmp.m_toFloat = (float)hash.Value; break;

                    //动画回调
                    case AnimParamType.CallBack: DataTmp.m_callBack = (AnimCallBack)hash.Value; break;

                    case AnimParamType.CallBackParams: DataTmp.m_parameter = (object[])hash.Value; break;

                    //定制函数
                    case AnimParamType.CustomMethodV3: DataTmp.m_customMethodV3 = (AnimCustomMethodVector3)hash.Value; break;

                    case AnimParamType.CustomMethodV2: DataTmp.m_customMethodV2 = (AnimCustomMethodVector2)hash.Value; break;

                    case AnimParamType.CustomMethodFloat: DataTmp.m_customMethodFloat = (AnimCustomMethodFloat)hash.Value; break;

                    //闪烁
                    case AnimParamType.Space: DataTmp.m_space = (float)hash.Value; break;

                    //贝塞尔控制点
                    case AnimParamType.PathType: DataTmp.m_pathType = (PathType)hash.Value; break;

                    case AnimParamType.V3Control: DataTmp.m_v3Contral = (Vector3[])hash.Value; break;

                    case AnimParamType.floatControl: DataTmp.m_floatContral = (float[])hash.Value; break;

                    //其他设置
                    case AnimParamType.IsIncludeChild: DataTmp.m_isChild = (bool)hash.Value; break;

                    case AnimParamType.IsLocal: DataTmp.m_isLocal = (bool)hash.Value; break;

                    case AnimParamType.IsIgnoreTimeScale: DataTmp.m_ignoreTimeScale = (bool)hash.Value; break;
                    }
                }

                return(DataTmp);
            }