Пример #1
0
 public EaseAinmationDrive(float maxTime, Vector3 startPos, Vector3 overPos, EaseActionMethod easeType)
 {
     this.maxTime  = maxTime;
     this.easeType = easeType;
     startVector   = startPos;
     overVector    = overPos;
 }
Пример #2
0
 /// <summary>
 /// 初始化动画事件
 /// </summary>
 /// <param name="maxTime">最大时间</param>
 /// <param name="startNum">初始倍率</param>
 /// <param name="overNum">结束倍率</param>
 /// <param name="easeType">缓动函数类型</param>
 public EaseAinmationDrive(float maxTime, float startNum, float overNum, EaseActionMethod easeType)
 {
     this.maxTime  = maxTime;
     this.overNum  = overNum;
     this.startNum = startNum;
     this.easeType = easeType;
     startVector   = Vector3.one * startNum;
     overVector    = Vector3.one * overNum;
 }
Пример #3
0
        public static float GetEaseAction(EaseActionMethod ease_type, float x)
        {
            switch (ease_type)
            {
            case EaseActionMethod.BackEaseIn:
                return(BackEaseIn(x, 0, 1, 1));

            case EaseActionMethod.BackEaseOut:
                return(BackEaseOut(x, 0, 1, 1));

            case EaseActionMethod.BounceEaseOut:
                return(BounceEaseOut(x, 0, 1, 1));

            case EaseActionMethod.Linear:
                return(Linear(x, 0, 1, 1));

            case EaseActionMethod.SineEaseIn:
                return(SineEaseIn(x, 0, 1, 1));

            case EaseActionMethod.SineEaseInOut:
                return(SineEaseInOut(x, 0, 1, 1));

            case EaseActionMethod.SineEaseOut:
                return(SineEaseOut(x, 0, 1, 1));

            case EaseActionMethod.CubicEaseIn:
                return(CubicEaseIn(x, 0, 1, 1));

            case EaseActionMethod.CubicEaseInOut:
                return(CubicEaseInOut(x, 0, 1, 1));

            case EaseActionMethod.CubicEaseOut:
                return(CubicEaseOut(x, 0, 1, 1));

            default:
                return(x);
            }
        }
Пример #4
0
        public static float GetEaseAction(EaseActionMethod ease_type, float x)
        {
            switch (ease_type)
            {
            case EaseActionMethod.InBack:
                return(InBack(0, 1, x));

            case EaseActionMethod.InBounce:
                return(InBounce(0, 1, x));

            case EaseActionMethod.InCirc:
                return(InCirc(0, 1, x));

            case EaseActionMethod.InCubic:
                return(InCubic(0, 1, x));

            case EaseActionMethod.InElastic:
                return(InElastic(0, 1, x));

            case EaseActionMethod.InExpo:
                return(InExpo(0, 1, x));

            case EaseActionMethod.InOutBack:
                return(InOutBack(0, 1, x));

            case EaseActionMethod.InOutBounce:
                return(InOutBounce(0, 1, x));

            case EaseActionMethod.InOutCirc:
                return(InOutCirc(0, 1, x));

            case EaseActionMethod.InOutCubic:
                return(InOutCubic(0, 1, x));

            case EaseActionMethod.InOutElastic:
                return(InOutElastic(0, 1, x));

            case EaseActionMethod.InOutExpo:
                return(InOutExpo(0, 1, x));

            case EaseActionMethod.InOutQuad:
                return(InOutQuad(0, 1, x));

            case EaseActionMethod.InOutQuart:
                return(InOutQuart(0, 1, x));

            case EaseActionMethod.InOutQuint:
                return(InOutQuint(0, 1, x));

            case EaseActionMethod.InOutSine:
                return(InOutSine(0, 1, x));

            case EaseActionMethod.InQuad:
                return(InQuad(0, 1, x));

            case EaseActionMethod.InQuart:
                return(InQuart(0, 1, x));

            case EaseActionMethod.InQuint:
                return(InQuint(0, 1, x));

            case EaseActionMethod.InSine:
                return(InSine(0, 1, x));

            case EaseActionMethod.Linear:
                return(Linear(0, 1, x));

            case EaseActionMethod.OutBack:
                return(OutBack(0, 1, x));

            case EaseActionMethod.OutBounce:
                return(OutBounce(0, 1, x));

            case EaseActionMethod.OutCirc:
                return(OutCirc(0, 1, x));

            case EaseActionMethod.OutCubic:
                return(OutCubic(0, 1, x));

            case EaseActionMethod.OutElastic:
                return(OutElastic(0, 1, x));

            case EaseActionMethod.OutExpo:
                return(OutExpo(0, 1, x));

            case EaseActionMethod.OutQuad:
                return(OutQuad(0, 1, x));

            case EaseActionMethod.OutQuart:
                return(OutQuart(0, 1, x));

            case EaseActionMethod.OutQuint:
                return(OutQuint(0, 1, x));

            case EaseActionMethod.OutSine:
                return(OutSine(0, 1, x));

            case EaseActionMethod.Spring:
                return(Spring(0, 1, x));

            default:
                return(x);
            }
        }