| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248 | // Author: Daniele Giardini - http://www.demigiant.com// Created: 2014/07/19 14:11// // License Copyright (c) Daniele Giardini.// This work is subject to the terms at http://dotween.demigiant.com/license.php// // =============================================================// Contains Daniele Giardini's C# port of the easing equations created by Robert Penner// (all easing equations except for Flash, InFlash, OutFlash, InOutFlash,// which use some parts of Robert Penner's equations but were created by Daniele Giardini)// http://robertpenner.com/easing, see license below:// =============================================================//// TERMS OF USE - EASING EQUATIONS//// Open source under the BSD License.//// Copyright ? 2001 Robert Penner// All rights reserved.//// Redistribution and use in source and binary forms, with or without modification,// are permitted provided that the following conditions are met://// - Redistributions of source code must retain the above copyright notice,// this list of conditions and the following disclaimer.// - Redistributions in binary form must reproduce the above copyright notice,// this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.// - Neither the name of the author nor the names of contributors may be used to endorse// or promote products derived from this software without specific prior written permission.// - THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.// IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,// STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,// EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.using System;using UnityEngine;#pragma warning disable 1591namespace FairyGUI{    public static class EaseManager    {        const float _PiOver2 = Mathf.PI * 0.5f;        const float _TwoPi = Mathf.PI * 2;        /// <summary>        /// Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected        /// </summary>        public static float Evaluate(EaseType easeType, float time, float duration,            float overshootOrAmplitude = 1.70158f,            float period = 0,            CustomEase customEase = null)        {            if (duration <= 0)                return 1;            switch (easeType)            {                case EaseType.Linear:                    return time / duration;                case EaseType.SineIn:                    return -(float)Math.Cos(time / duration * _PiOver2) + 1;                case EaseType.SineOut:                    return (float)Math.Sin(time / duration * _PiOver2);                case EaseType.SineInOut:                    return -0.5f * ((float)Math.Cos(Mathf.PI * time / duration) - 1);                case EaseType.QuadIn:                    return (time /= duration) * time;                case EaseType.QuadOut:                    return -(time /= duration) * (time - 2);                case EaseType.QuadInOut:                    if ((time /= duration * 0.5f) < 1) return 0.5f * time * time;                    return -0.5f * ((--time) * (time - 2) - 1);                case EaseType.CubicIn:                    return (time /= duration) * time * time;                case EaseType.CubicOut:                    return ((time = time / duration - 1) * time * time + 1);                case EaseType.CubicInOut:                    if ((time /= duration * 0.5f) < 1) return 0.5f * time * time * time;                    return 0.5f * ((time -= 2) * time * time + 2);                case EaseType.QuartIn:                    return (time /= duration) * time * time * time;                case EaseType.QuartOut:                    return -((time = time / duration - 1) * time * time * time - 1);                case EaseType.QuartInOut:                    if ((time /= duration * 0.5f) < 1) return 0.5f * time * time * time * time;                    return -0.5f * ((time -= 2) * time * time * time - 2);                case EaseType.QuintIn:                    return (time /= duration) * time * time * time * time;                case EaseType.QuintOut:                    return ((time = time / duration - 1) * time * time * time * time + 1);                case EaseType.QuintInOut:                    if ((time /= duration * 0.5f) < 1) return 0.5f * time * time * time * time * time;                    return 0.5f * ((time -= 2) * time * time * time * time + 2);                case EaseType.ExpoIn:                    return (time == 0) ? 0 : (float)Math.Pow(2, 10 * (time / duration - 1));                case EaseType.ExpoOut:                    if (time == duration) return 1;                    return (-(float)Math.Pow(2, -10 * time / duration) + 1);                case EaseType.ExpoInOut:                    if (time == 0) return 0;                    if (time == duration) return 1;                    if ((time /= duration * 0.5f) < 1) return 0.5f * (float)Math.Pow(2, 10 * (time - 1));                    return 0.5f * (-(float)Math.Pow(2, -10 * --time) + 2);                case EaseType.CircIn:                    return -((float)Math.Sqrt(1 - (time /= duration) * time) - 1);                case EaseType.CircOut:                    return (float)Math.Sqrt(1 - (time = time / duration - 1) * time);                case EaseType.CircInOut:                    if ((time /= duration * 0.5f) < 1) return -0.5f * ((float)Math.Sqrt(1 - time * time) - 1);                    return 0.5f * ((float)Math.Sqrt(1 - (time -= 2) * time) + 1);                case EaseType.ElasticIn:                    float s0;                    if (time == 0) return 0;                    if ((time /= duration) == 1) return 1;                    if (period == 0) period = duration * 0.3f;                    if (overshootOrAmplitude < 1)                    {                        overshootOrAmplitude = 1;                        s0 = period / 4;                    }                    else s0 = period / _TwoPi * (float)Math.Asin(1 / overshootOrAmplitude);                    return -(overshootOrAmplitude * (float)Math.Pow(2, 10 * (time -= 1)) * (float)Math.Sin((time * duration - s0) * _TwoPi / period));                case EaseType.ElasticOut:                    float s1;                    if (time == 0) return 0;                    if ((time /= duration) == 1) return 1;                    if (period == 0) period = duration * 0.3f;                    if (overshootOrAmplitude < 1)                    {                        overshootOrAmplitude = 1;                        s1 = period / 4;                    }                    else s1 = period / _TwoPi * (float)Math.Asin(1 / overshootOrAmplitude);                    return (overshootOrAmplitude * (float)Math.Pow(2, -10 * time) * (float)Math.Sin((time * duration - s1) * _TwoPi / period) + 1);                case EaseType.ElasticInOut:                    float s;                    if (time == 0) return 0;                    if ((time /= duration * 0.5f) == 2) return 1;                    if (period == 0) period = duration * (0.3f * 1.5f);                    if (overshootOrAmplitude < 1)                    {                        overshootOrAmplitude = 1;                        s = period / 4;                    }                    else s = period / _TwoPi * (float)Math.Asin(1 / overshootOrAmplitude);                    if (time < 1) return -0.5f * (overshootOrAmplitude * (float)Math.Pow(2, 10 * (time -= 1)) * (float)Math.Sin((time * duration - s) * _TwoPi / period));                    return overshootOrAmplitude * (float)Math.Pow(2, -10 * (time -= 1)) * (float)Math.Sin((time * duration - s) * _TwoPi / period) * 0.5f + 1;                case EaseType.BackIn:                    return (time /= duration) * time * ((overshootOrAmplitude + 1) * time - overshootOrAmplitude);                case EaseType.BackOut:                    return ((time = time / duration - 1) * time * ((overshootOrAmplitude + 1) * time + overshootOrAmplitude) + 1);                case EaseType.BackInOut:                    if ((time /= duration * 0.5f) < 1) return 0.5f * (time * time * (((overshootOrAmplitude *= (1.525f)) + 1) * time - overshootOrAmplitude));                    return 0.5f * ((time -= 2) * time * (((overshootOrAmplitude *= (1.525f)) + 1) * time + overshootOrAmplitude) + 2);                case EaseType.BounceIn:                    return Bounce.EaseIn(time, duration);                case EaseType.BounceOut:                    return Bounce.EaseOut(time, duration);                case EaseType.BounceInOut:                    return Bounce.EaseInOut(time, duration);                case EaseType.Custom:                    return customEase != null ? customEase.Evaluate(time / duration) : (time / duration);                default:                    return -(time /= duration) * (time - 2);            }        }        /// <summary>        /// This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing).        /// </summary>        static class Bounce        {            /// <summary>            /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity.            /// </summary>            /// <param name="time">            /// Current time (in frames or seconds).            /// </param>            /// <param name="duration">            /// Expected easing duration (in frames or seconds).            /// </param>            /// <returns>            /// The eased value.            /// </returns>            public static float EaseIn(float time, float duration)            {                return 1 - EaseOut(duration - time, duration);            }            /// <summary>            /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity.            /// </summary>            /// <param name="time">            /// Current time (in frames or seconds).            /// </param>            /// <param name="duration">            /// Expected easing duration (in frames or seconds).            /// </param>            /// <returns>            /// The eased value.            /// </returns>            public static float EaseOut(float time, float duration)            {                if ((time /= duration) < (1 / 2.75f))                {                    return (7.5625f * time * time);                }                if (time < (2 / 2.75f))                {                    return (7.5625f * (time -= (1.5f / 2.75f)) * time + 0.75f);                }                if (time < (2.5f / 2.75f))                {                    return (7.5625f * (time -= (2.25f / 2.75f)) * time + 0.9375f);                }                return (7.5625f * (time -= (2.625f / 2.75f)) * time + 0.984375f);            }            /// <summary>            /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration.            /// </summary>            /// <param name="time">            /// Current time (in frames or seconds).            /// </param>            /// <param name="duration">            /// Expected easing duration (in frames or seconds).            /// </param>            /// <returns>            /// The eased value.            /// </returns>            public static float EaseInOut(float time, float duration)            {                if (time < duration * 0.5f)                {                    return EaseIn(time * 2, duration) * 0.5f;                }                return EaseOut(time * 2 - duration, duration) * 0.5f + 0.5f;            }        }    }}
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