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https://github.com/Cardidi/dotween-upm-fork.git
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139 lines
5.8 KiB
C#
139 lines
5.8 KiB
C#
#if WP81
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// Author: Daniele Giardini - http://www.demigiant.com
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// Created: 2015/04/14 12:19
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using System;
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using DG.Tweening.Core;
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using DG.Tweening.Core.Easing;
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using DG.Tweening.Core.Surrogates;
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using DG.Tweening.Plugins.Core;
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using DG.Tweening.Plugins.Options;
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using UnityEngine;
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#pragma warning disable 1591
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namespace DG.Tweening.Plugins
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{
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public class Vector4SurrogatePlugin : ABSTweenPlugin<Vector4Surrogate, Vector4Surrogate, VectorOptions>
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{
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public override void Reset(TweenerCore<Vector4Surrogate, Vector4Surrogate, VectorOptions> t) { }
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public override void SetFrom(TweenerCore<Vector4Surrogate, Vector4Surrogate, VectorOptions> t, bool isRelative)
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{
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Vector4Surrogate prevEndVal = t.endValue;
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t.endValue = t.getter();
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t.startValue = isRelative ? t.endValue + prevEndVal : prevEndVal;
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Vector4Surrogate to = t.endValue;
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switch (t.plugOptions.axisConstraint) {
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case AxisConstraint.X:
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to.x = t.startValue.x;
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break;
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case AxisConstraint.Y:
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to.y = t.startValue.y;
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break;
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case AxisConstraint.Z:
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to.z = t.startValue.z;
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break;
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case AxisConstraint.W:
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to.w = t.startValue.w;
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break;
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default:
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to = t.startValue;
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break;
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}
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if (t.plugOptions.snapping) {
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to.x = (float)Math.Round(to.x);
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to.y = (float)Math.Round(to.y);
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to.z = (float)Math.Round(to.z);
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to.w = (float)Math.Round(to.w);
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}
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t.setter(to);
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}
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public override Vector4Surrogate ConvertToStartValue(TweenerCore<Vector4Surrogate, Vector4Surrogate, VectorOptions> t, Vector4Surrogate value)
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{
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return value;
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}
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public override void SetRelativeEndValue(TweenerCore<Vector4Surrogate, Vector4Surrogate, VectorOptions> t)
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{
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t.endValue += t.startValue;
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}
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public override void SetChangeValue(TweenerCore<Vector4Surrogate, Vector4Surrogate, VectorOptions> t)
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{
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switch (t.plugOptions.axisConstraint) {
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case AxisConstraint.X:
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t.changeValue = new Vector4Surrogate(t.endValue.x - t.startValue.x, 0, 0, 0);
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break;
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case AxisConstraint.Y:
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t.changeValue = new Vector4Surrogate(0, t.endValue.y - t.startValue.y, 0, 0);
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break;
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case AxisConstraint.Z:
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t.changeValue = new Vector4Surrogate(0, 0, t.endValue.z - t.startValue.z, 0);
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break;
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case AxisConstraint.W:
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t.changeValue = new Vector4Surrogate(0, 0, 0, t.endValue.w - t.startValue.w);
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break;
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default:
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t.changeValue = t.endValue - t.startValue;
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break;
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}
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}
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public override float GetSpeedBasedDuration(VectorOptions options, float unitsXSecond, Vector4Surrogate changeValue)
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{
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return changeValue.magnitude / unitsXSecond;
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}
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public override void EvaluateAndApply(VectorOptions options, Tween t, bool isRelative, DOGetter<Vector4Surrogate> getter, DOSetter<Vector4Surrogate> setter, float elapsed, Vector4Surrogate startValue, Vector4Surrogate changeValue, float duration, bool usingInversePosition)
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{
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if (t.loopType == LoopType.Incremental) startValue += changeValue * (t.isComplete ? t.completedLoops - 1 : t.completedLoops);
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if (t.isSequenced && t.sequenceParent.loopType == LoopType.Incremental) {
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startValue += changeValue * (t.loopType == LoopType.Incremental ? t.loops : 1)
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* (t.sequenceParent.isComplete ? t.sequenceParent.completedLoops - 1 : t.sequenceParent.completedLoops);
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}
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float easeVal = EaseManager.Evaluate(t.easeType, t.customEase, elapsed, duration, t.easeOvershootOrAmplitude, t.easePeriod);
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switch (options.axisConstraint) {
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case AxisConstraint.X:
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Vector4Surrogate resX = getter();
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resX.x = startValue.x + changeValue.x * easeVal;
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if (options.snapping) resX.x = (float)Math.Round(resX.x);
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setter(resX);
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break;
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case AxisConstraint.Y:
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Vector4Surrogate resY = getter();
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resY.y = startValue.y + changeValue.y * easeVal;
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if (options.snapping) resY.y = (float)Math.Round(resY.y);
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setter(resY);
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break;
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case AxisConstraint.Z:
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Vector4Surrogate resZ = getter();
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resZ.z = startValue.z + changeValue.z * easeVal;
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if (options.snapping) resZ.z = (float)Math.Round(resZ.z);
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setter(resZ);
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break;
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case AxisConstraint.W:
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Vector4Surrogate resW = getter();
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resW.w = startValue.w + changeValue.w * easeVal;
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if (options.snapping) resW.w = (float)Math.Round(resW.w);
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setter(resW);
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break;
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default:
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startValue.x += changeValue.x * easeVal;
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startValue.y += changeValue.y * easeVal;
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startValue.z += changeValue.z * easeVal;
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startValue.w += changeValue.w * easeVal;
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if (options.snapping) {
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startValue.x = (float)Math.Round(startValue.x);
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startValue.y = (float)Math.Round(startValue.y);
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startValue.z = (float)Math.Round(startValue.z);
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startValue.w = (float)Math.Round(startValue.w);
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}
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setter(startValue);
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break;
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}
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}
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}
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}
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#endif |