TextFx——Ease Function(緩動(dòng)函數(shù))
By D.S.Qiu
尊重他人的勞動(dòng),支持原創(chuàng),轉(zhuǎn)載請(qǐng)注明出處:http://dsqiu.
之前有介紹過(guò)UITweener(點(diǎn)擊前往),NGUI用了一個(gè)目錄“收集”Tween腳本,集成的功能還是很豐富的,只提供了6種緩動(dòng)函數(shù)(Ease Fuction):Linear,EaseIn,EaseOut,EaseInOut,BounceIn和BounceOut。當(dāng)時(shí),對(duì)緩動(dòng)函數(shù)就只是一知半解。后面為了做文字特效,就發(fā)現(xiàn)了 TextFx 插件,這個(gè)插件太贊了,讓我有種感覺(jué)一切效果都可以用代碼模擬。TextFx提供了40種緩動(dòng)函數(shù),表現(xiàn)效果豐富了很多,激動(dòng)之余,總是想著能不能把這些緩動(dòng)函數(shù)移植到UITweener里面去,所以才有了此文。
下面就直接貼出Ease Function的實(shí)現(xiàn),方便查看。
Method:
擴(kuò)容之后的Method的樣式由6種變?yōu)?1種:
C#代碼  - public enum Method
- {
- Linear,
- EaseIn,EaseOut,EaseInOut,BounceIn,BounceOut,
- QuadEaseOut, QuadEaseIn, QuadEaseInOut, QuadEaseOutIn, //新增40種動(dòng)畫(huà)效果
- ExpoEaseOut, ExpoEaseIn, ExpoEaseInOut, ExpoEaseOutIn,
- CubicEaseOut, CubicEaseIn, CubicEaseInOut, CubicEaseOutIn,
- QuartEaseOut, QuartEaseIn, QuartEaseInOut, QuartEaseOutIn,
- QuintEaseOut, QuintEaseIn, QuintEaseInOut, QuintEaseOutIn,
- CircEaseOut, CircEaseIn, CircEaseInOut, CircEaseOutIn,
- SineEaseOut, SineEaseIn, SineEaseInOut, SineEaseOutIn,
- ElasticEaseOut, ElasticEaseIn, ElasticEaseInOut, ElasticEaseOutIn,
- BounceEaseOut, BounceEaseIn, BounceEaseInOut, BounceEaseOutIn,
- BackEaseOut, BackEaseIn, BackEaseInOut, BackEaseOutIn
- }
Sample:
C#代碼  - public static float GetEaseProgress(Method ease_type, float linear_progress)
-
- switch (ease_type)
- {
- case Method.Linear:
- return linear_progress;
- case Method.BackEaseIn:
- return BackEaseIn(linear_progress, 0, 1, 1);
-
- case Method.BackEaseInOut:
- return BackEaseInOut(linear_progress, 0, 1, 1);
- case Method.BackEaseOut:
- return BackEaseOut(linear_progress, 0, 1, 1);
- case Method.BackEaseOutIn:
- return BackEaseOutIn(linear_progress, 0, 1, 1);
- case Method.BounceEaseIn:
- return BounceEaseIn(linear_progress, 0, 1, 1);
- case Method.BounceEaseInOut:
- return BounceEaseInOut(linear_progress, 0, 1, 1);
- case Method.BounceEaseOut:
- return BounceEaseOut(linear_progress, 0, 1, 1);
- case Method.BounceEaseOutIn:
- return BounceEaseOutIn(linear_progress, 0, 1, 1);
- case Method.CircEaseIn:
- return CircEaseIn(linear_progress, 0, 1, 1);
- case Method.CircEaseInOut:
- return CircEaseInOut(linear_progress, 0, 1, 1);
- case Method.CircEaseOut:
- return CircEaseOut(linear_progress, 0, 1, 1);
- case Method.CircEaseOutIn:
- return CircEaseOutIn(linear_progress, 0, 1, 1);
- case Method.CubicEaseIn:
- return CubicEaseIn(linear_progress, 0, 1, 1);
- case Method.CubicEaseInOut:
- return CubicEaseInOut(linear_progress, 0, 1, 1);
- case Method.CubicEaseOut:
- return CubicEaseOut(linear_progress, 0, 1, 1);
- case Method.CubicEaseOutIn:
- return CubicEaseOutIn(linear_progress, 0, 1, 1);
- case Method.ElasticEaseIn:
- return ElasticEaseIn(linear_progress, 0, 1, 1);
-
- case Method.ElasticEaseInOut:
- return ElasticEaseInOut(linear_progress, 0, 1, 1);
- case Method.ElasticEaseOut:
- return ElasticEaseOut(linear_progress, 0, 1, 1);
- case Method.ElasticEaseOutIn:
- return ElasticEaseOutIn(linear_progress, 0, 1, 1);
- case Method.ExpoEaseIn:
- return ExpoEaseIn(linear_progress, 0, 1, 1);
- case Method.ExpoEaseInOut:
- return ExpoEaseInOut(linear_progress, 0, 1, 1);
- case Method.ExpoEaseOut:
- return ExpoEaseOut(linear_progress, 0, 1, 1);
- case Method.ExpoEaseOutIn:
- return ExpoEaseOutIn(linear_progress, 0, 1, 1);
- case Method.QuadEaseIn:
- return QuadEaseIn(linear_progress, 0, 1, 1);
- case Method.QuadEaseInOut:
- return QuadEaseInOut(linear_progress, 0, 1, 1);
- case Method.QuadEaseOut:
- return QuadEaseOut(linear_progress, 0, 1, 1);
- case Method.QuadEaseOutIn:
- return QuadEaseOutIn(linear_progress, 0, 1, 1);
- case Method.QuartEaseIn:
- return QuartEaseIn(linear_progress, 0, 1, 1);
- case Method.QuartEaseInOut:
- return QuartEaseInOut(linear_progress, 0, 1, 1);
- case Method.QuartEaseOut:
- return QuartEaseOut(linear_progress, 0, 1, 1);
- case Method.QuartEaseOutIn:
- return QuartEaseOutIn(linear_progress, 0, 1, 1);
- case Method.QuintEaseIn:
- return QuintEaseIn(linear_progress, 0, 1, 1);
- case Method.QuintEaseInOut:
- return QuintEaseInOut(linear_progress, 0, 1, 1);
- case Method.QuintEaseOut:
- return QuintEaseOut(linear_progress, 0, 1, 1);
- case Method.QuintEaseOutIn:
- return QuintEaseOutIn(linear_progress, 0, 1, 1);
-
- case Method.SineEaseIn:
- return SineEaseIn(linear_progress, 0, 1, 1);
- case Method.SineEaseInOut:
- return SineEaseInOut(linear_progress, 0, 1, 1);
- case Method.SineEaseOut:
- return SineEaseOut(linear_progress, 0, 1, 1);
- case Method.SineEaseOutIn:
- return SineEaseOutIn(linear_progress, 0, 1, 1);
-
- default:
- return linear_progress;
- }
Ease Function:
C#代碼  - /* EASING FUNCTIONS */
-
- #region Linear
-
- /// <summary>
- /// Easing equation function for a simple linear tweening, with no easing.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float Linear(float t, float b, float c, float d)
- {
- return c * t / d + b;
- }
-
- #endregion
-
- #region Expo
-
- /// <summary>
- /// Easing equation function for an exponential (2^t) easing out:
- /// decelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float ExpoEaseOut(float t, float b, float c, float d)
- {
- return (t == d) ? b + c : c * (-Mathf.Pow(2, -10 * t / d) + 1) + b;
- }
-
- /// <summary>
- /// Easing equation function for an exponential (2^t) easing in:
- /// accelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float ExpoEaseIn(float t, float b, float c, float d)
- {
- return (t == 0) ? b : c * Mathf.Pow(2, 10 * (t / d - 1)) + b;
- }
-
- /// <summary>
- /// Easing equation function for an exponential (2^t) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float ExpoEaseInOut(float t, float b, float c, float d)
- {
- if (t == 0)
- return b;
-
- if (t == d)
- return b + c;
-
- if ((t /= d / 2) < 1)
- return c / 2 * Mathf.Pow(2, 10 * (t - 1)) + b;
-
- return c / 2 * (-Mathf.Pow(2, -10 * --t) + 2) + b;
- }
-
- /// <summary>
- /// Easing equation function for an exponential (2^t) easing out/in:
- /// deceleration until halfway, then acceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float ExpoEaseOutIn(float t, float b, float c, float d)
- {
- if (t < d / 2)
- return ExpoEaseOut(t * 2, b, c / 2, d);
-
- return ExpoEaseIn((t * 2) - d, b + c / 2, c / 2, d);
- }
-
- #endregion
-
- #region Circular
-
- /// <summary>
- /// Easing equation function for a circular (sqrt(1-t^2)) easing out:
- /// decelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float CircEaseOut(float t, float b, float c, float d)
- {
- return c * Mathf.Sqrt(1 - (t = t / d - 1) * t) + b;
- }
-
- /// <summary>
- /// Easing equation function for a circular (sqrt(1-t^2)) easing in:
- /// accelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float CircEaseIn(float t, float b, float c, float d)
- {
- return -c * (Mathf.Sqrt(1 - (t /= d) * t) - 1) + b;
- }
-
- /// <summary>
- /// Easing equation function for a circular (sqrt(1-t^2)) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float CircEaseInOut(float t, float b, float c, float d)
- {
- if ((t /= d / 2) < 1)
- return -c / 2 * (Mathf.Sqrt(1 - t * t) - 1) + b;
-
- return c / 2 * (Mathf.Sqrt(1 - (t -= 2) * t) + 1) + b;
- }
-
- /// <summary>
- /// Easing equation function for a circular (sqrt(1-t^2)) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float CircEaseOutIn(float t, float b, float c, float d)
- {
- if (t < d / 2)
- return CircEaseOut(t * 2, b, c / 2, d);
-
- return CircEaseIn((t * 2) - d, b + c / 2, c / 2, d);
- }
-
- #endregion
-
- #region Quad
-
- /// <summary>
- /// Easing equation function for a quadratic (t^2) easing out:
- /// decelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuadEaseOut(float t, float b, float c, float d)
- {
- return -c * (t /= d) * (t - 2) + b;
- }
-
- /// <summary>
- /// Easing equation function for a quadratic (t^2) easing in:
- /// accelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuadEaseIn(float t, float b, float c, float d)
- {
- return c * (t /= d) * t + b;
- }
-
- /// <summary>
- /// Easing equation function for a quadratic (t^2) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuadEaseInOut(float t, float b, float c, float d)
- {
- if ((t /= d / 2) < 1)
- return c / 2 * t * t + b;
-
- return -c / 2 * ((--t) * (t - 2) - 1) + b;
- }
-
- /// <summary>
- /// Easing equation function for a quadratic (t^2) easing out/in:
- /// deceleration until halfway, then acceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuadEaseOutIn(float t, float b, float c, float d)
- {
- if (t < d / 2)
- return QuadEaseOut(t * 2, b, c / 2, d);
-
- return QuadEaseIn((t * 2) - d, b + c / 2, c / 2, d);
- }
-
- #endregion
-
- #region Sine
-
- /// <summary>
- /// Easing equation function for a sinusoidal (sin(t)) easing out:
- /// decelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float SineEaseOut(float t, float b, float c, float d)
- {
- return c * Mathf.Sin(t / d * (Mathf.PI / 2)) + b;
- }
-
- /// <summary>
- /// Easing equation function for a sinusoidal (sin(t)) easing in:
- /// accelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float SineEaseIn(float t, float b, float c, float d)
- {
- return -c * Mathf.Cos(t / d * (Mathf.PI / 2)) + c + b;
- }
-
- /// <summary>
- /// Easing equation function for a sinusoidal (sin(t)) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float SineEaseInOut(float t, float b, float c, float d)
- {
- if ((t /= d / 2) < 1)
- return c / 2 * (Mathf.Sin(Mathf.PI * t / 2)) + b;
-
- return -c / 2 * (Mathf.Cos(Mathf.PI * --t / 2) - 2) + b;
- }
-
- /// <summary>
- /// Easing equation function for a sinusoidal (sin(t)) easing in/out:
- /// deceleration until halfway, then acceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float SineEaseOutIn(float t, float b, float c, float d)
- {
- if (t < d / 2)
- return SineEaseOut(t * 2, b, c / 2, d);
-
- return SineEaseIn((t * 2) - d, b + c / 2, c / 2, d);
- }
-
- #endregion
-
- #region Cubic
-
- /// <summary>
- /// Easing equation function for a cubic (t^3) easing out:
- /// decelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float CubicEaseOut(float t, float b, float c, float d)
- {
- return c * ((t = t / d - 1) * t * t + 1) + b;
- }
-
- /// <summary>
- /// Easing equation function for a cubic (t^3) easing in:
- /// accelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float CubicEaseIn(float t, float b, float c, float d)
- {
- return c * (t /= d) * t * t + b;
- }
-
- /// <summary>
- /// Easing equation function for a cubic (t^3) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float CubicEaseInOut(float t, float b, float c, float d)
- {
- if ((t /= d / 2) < 1)
- return c / 2 * t * t * t + b;
-
- return c / 2 * ((t -= 2) * t * t + 2) + b;
- }
-
- /// <summary>
- /// Easing equation function for a cubic (t^3) easing out/in:
- /// deceleration until halfway, then acceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float CubicEaseOutIn(float t, float b, float c, float d)
- {
- if (t < d / 2)
- return CubicEaseOut(t * 2, b, c / 2, d);
-
- return CubicEaseIn((t * 2) - d, b + c / 2, c / 2, d);
- }
-
- #endregion
-
- #region Quartic
-
- /// <summary>
- /// Easing equation function for a quartic (t^4) easing out:
- /// decelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuartEaseOut(float t, float b, float c, float d)
- {
- return -c * ((t = t / d - 1) * t * t * t - 1) + b;
- }
-
- /// <summary>
- /// Easing equation function for a quartic (t^4) easing in:
- /// accelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuartEaseIn(float t, float b, float c, float d)
- {
- return c * (t /= d) * t * t * t + b;
- }
-
- /// <summary>
- /// Easing equation function for a quartic (t^4) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuartEaseInOut(float t, float b, float c, float d)
- {
- if ((t /= d / 2) < 1)
- return c / 2 * t * t * t * t + b;
-
- return -c / 2 * ((t -= 2) * t * t * t - 2) + b;
- }
-
- /// <summary>
- /// Easing equation function for a quartic (t^4) easing out/in:
- /// deceleration until halfway, then acceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuartEaseOutIn(float t, float b, float c, float d)
- {
- if (t < d / 2)
- return QuartEaseOut(t * 2, b, c / 2, d);
-
- return QuartEaseIn((t * 2) - d, b + c / 2, c / 2, d);
- }
-
- #endregion
-
- #region Quintic
-
- /// <summary>
- /// Easing equation function for a quintic (t^5) easing out:
- /// decelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuintEaseOut(float t, float b, float c, float d)
- {
- return c * ((t = t / d - 1) * t * t * t * t + 1) + b;
- }
-
- /// <summary>
- /// Easing equation function for a quintic (t^5) easing in:
- /// accelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuintEaseIn(float t, float b, float c, float d)
- {
- return c * (t /= d) * t * t * t * t + b;
- }
-
- /// <summary>
- /// Easing equation function for a quintic (t^5) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuintEaseInOut(float t, float b, float c, float d)
- {
- if ((t /= d / 2) < 1)
- return c / 2 * t * t * t * t * t + b;
- return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;
- }
-
- /// <summary>
- /// Easing equation function for a quintic (t^5) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float QuintEaseOutIn(float t, float b, float c, float d)
- {
- if (t < d / 2)
- return QuintEaseOut(t * 2, b, c / 2, d);
- return QuintEaseIn((t * 2) - d, b + c / 2, c / 2, d);
- }
-
- #endregion
-
- #region Elastic
-
- /// <summary>
- /// Easing equation function for an elastic (exponentially decaying sine wave) easing out:
- /// decelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float ElasticEaseOut(float t, float b, float c, float d)
- {
- if ((t /= d) == 1)
- return b + c;
-
- float p = d * 0.3f;
- float s = p / 4;
-
- return (c * Mathf.Pow(2, -10 * t) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p) + c + b);
- }
-
- /// <summary>
- /// Easing equation function for an elastic (exponentially decaying sine wave) easing in:
- /// accelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float ElasticEaseIn(float t, float b, float c, float d)
- {
- if ((t /= d) == 1)
- return b + c;
-
- float p = d * 0.3f;
- float s = p / 4;
-
- return -(c * Mathf.Pow(2, 10 * (t -= 1)) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p)) + b;
- }
-
- /// <summary>
- /// Easing equation function for an elastic (exponentially decaying sine wave) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float ElasticEaseInOut(float t, float b, float c, float d)
- {
- if ((t /= d / 2f) == 2)
- return b + c;
-
- float p = d * (0.3f * 1.5f);
- float s = p / 4;
-
- if (t < 1)
- return -0.5f * (c * Mathf.Pow(2, 10 * (t -= 1)) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p)) + b;
- return c * Mathf.Pow(2, -10 * (t -= 1)) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p) * 0.5f + c + b;
- }
-
- /// <summary>
- /// Easing equation function for an elastic (exponentially decaying sine wave) easing out/in:
- /// deceleration until halfway, then acceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float ElasticEaseOutIn(float t, float b, float c, float d)
- {
- if (t < d / 2)
- return ElasticEaseOut(t * 2, b, c / 2, d);
- return ElasticEaseIn((t * 2) - d, b + c / 2, c / 2, d);
- }
-
- #endregion
-
- #region Bounce
-
- /// <summary>
- /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out:
- /// decelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float BounceEaseOut(float t, float b, float c, float d)
- {
- if ((t /= d) < (1 / 2.75f))
- return c * (7.5625f * t * t) + b;
- else if (t < (2 / 2.75f))
- return c * (7.5625f * (t -= (1.5f / 2.75f)) * t + 0.75f) + b;
- else if (t < (2.5f / 2.75f))
- return c * (7.5625f * (t -= (2.25f / 2.75f)) * t + 0.9375f) + b;
- else
- return c * (7.5625f * (t -= (2.625f / 2.75f)) * t + .984375f) + b;
- }
-
- /// <summary>
- /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in:
- /// accelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float BounceEaseIn(float t, float b, float c, float d)
- {
- return c - BounceEaseOut(d - t, 0, c, d) + b;
- }
-
- /// <summary>
- /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float BounceEaseInOut(float t, float b, float c, float d)
- {
- if (t < d / 2)
- return BounceEaseIn(t * 2, 0, c, d) * 0.5f + b;
- else
- return BounceEaseOut(t * 2 - d, 0, c, d) * 0.5f + c * 0.5f + b;
- }
-
- /// <summary>
- /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out/in:
- /// deceleration until halfway, then acceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float BounceEaseOutIn(float t, float b, float c, float d)
- {
- if (t < d / 2)
- return BounceEaseOut(t * 2, b, c / 2, d);
- return BounceEaseIn((t * 2) - d, b + c / 2, c / 2, d);
- }
-
- #endregion
-
- #region Back
-
- /// <summary>
- /// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing out:
- /// decelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float BackEaseOut(float t, float b, float c, float d)
- {
- return c * ((t = t / d - 1) * t * ((1.70158f + 1) * t + 1.70158f) + 1) + b;
- }
-
- /// <summary>
- /// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing in:
- /// accelerating from zero velocity.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float BackEaseIn(float t, float b, float c, float d)
- {
- return c * (t /= d) * t * ((1.70158f + 1) * t - 1.70158f) + b;
- }
-
- /// <summary>
- /// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing in/out:
- /// acceleration until halfway, then deceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float BackEaseInOut(float t, float b, float c, float d)
- {
- float s = 1.70158f;
- if ((t /= d / 2) < 1)
- return c / 2 * (t * t * (((s *= (1.525f)) + 1) * t - s)) + b;
- return c / 2 * ((t -= 2) * t * (((s *= (1.525f)) + 1) * t + s) + 2) + b;
- }
-
- /// <summary>
- /// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing out/in:
- /// deceleration until halfway, then acceleration.
- /// </summary>
- /// <param name="t">Current time in seconds.</param>
- /// <param name="b">Starting value.</param>
- /// <param name="c">Final value.</param>
- /// <param name="d">Duration of animation.</param>
- /// <returns>The correct value.</returns>
- public static float BackEaseOutIn(float t, float b, float c, float d)
- {
- if (t < d / 2)
- return BackEaseOut(t * 2, b, c / 2, d);
- return BackEaseIn((t * 2) - d, b + c / 2, c / 2, d);
- }
-
- #endregion
小結(jié):
首先,非常感謝TextFx的作者,然后 TextFx 的插件真的很棒,實(shí)用又簡(jiǎn)單,而不會(huì)華而不實(shí)。在UITweener的文章中也對(duì)緩動(dòng)函數(shù)有介紹,貼出其中30種的軌跡圖,會(huì)更加直觀。此文是為了大家能夠檢索到需要的內(nèi)容。
『
在UITweener的文末附上了30中緩動(dòng)曲線的圖形,感覺(jué)有點(diǎn)不夠動(dòng)態(tài),參考①中給出的效果會(huì)更好些,更容易理解和體會(huì)?!?/p>
增補(bǔ)于 2014,1,14 9:25
如果您對(duì)D.S.Qiu有任何建議或意見(jiàn)可以在文章后面評(píng)論,或者發(fā)郵件(gd.s.qiu@gmail.com)交流,您的鼓勵(lì)和支持是我前進(jìn)的動(dòng)力,希望能有更多更好的分享。
轉(zhuǎn)載請(qǐng)?jiān)谖氖鬃⒚鞒鎏帲?a style="color: white; line-height: 1.5em; font-size: 1.2em; text-decoration: underline; background-color: rgb(16, 138, 198);" href="http://dsqiu./blog/2001007">http://dsqiu./blog/2001007
更多精彩請(qǐng)關(guān)注D.S.Qiu的博客和微博(ID:靜水逐風(fēng))
參考:
①: http://www./easing/easing_demo.html
|