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Unity,C#版的动画曲线,Tween:EaseIn,EaseOut,EaseInOut(语法逻辑整理版本,含测试代码)_unity 2021 tween

unity 2021 tween

前篇:Unity,C#版的动画曲线,Tween:EaseIn,EaseOut,EaseInOut(编程语言翻译版本)
https://blog.csdn.net/qq_37776196/article/details/114667670

效果预览:http://robertpenner.com/easing/easing_demo.html

整理了语法和逻辑,拆分了会让人难以理解的连写代码。
我是很讨厌连写代码的, 大量的三元运算和一行代码中多个赋值操作。

下面再附送一段测试代码

public class Tween
{
	public static float GetTime(float time, float nDuration)
	{
		return time > nDuration ? nDuration : time;
	}

	public static float Linear(float time, float nBegin, float nChange, float nDuration)
	{
		time = GetTime(time, nDuration);
		return nChange * time / nDuration + nBegin;
	}

	public class Quad
	{
		public static float easeIn(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
			time = time / nDuration;
			return nChange * time * time + nBegin;
		}

		public static float easeOut(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
			time = time / nDuration;
			return -nChange * time * (time - 2) + nBegin;
		}

		public static float easeInOut(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
			time = time / (nDuration / 2);
			if (time < 1)
			{
				return nChange / 2 * time * time + nBegin;
			}
			time--;
			return -nChange / 2 * (time * (time - 2) - 1) + nBegin;
		}
	}

	public class Cubic
	{
		public static float easeIn(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
			time = time / nDuration;
			return nChange * time * time * time + nBegin;
		}

		public static float easeOut(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
			time = time / nDuration - 1;
			return nChange * (time * time * time + 1) + nBegin;
		}

		public static float easeInOut(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
			time = time / (nDuration / 2);
			if (time < 1)
			{
				return nChange / 2 * time * time * time + nBegin;
			}
			time -= 2;
			return nChange / 2 * (time * time * time + 2) + nBegin;
		}
	}

	public class Quart
	{
		public static float easeIn(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
			time = time / nDuration;
			return nChange * time * time * time * time + nBegin;
		}

		public static float easeOut(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
			time = time / nDuration - 1;
			return -nChange * (time * time * time * time - 1) + nBegin;
		}

		public static float easeInOut(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
			time = time / (nDuration / 2);
			if (time < 1)
			{
				return nChange / 2 * time * time * time * time + nBegin;
			}

			time -= 2;
			return -nChange / 2 * (time * time * time * time - 2) + nBegin;
		}
	}

	public class Quint
	{
		public static float easeIn(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
			time = time / nDuration;
			return nChange * time * time * time * time * time + nBegin;
		}

		public static float easeOut(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
			time = time / nDuration - 1;
			return nChange * (time * time * time * time * time + 1) + nBegin;
		}

		public static float easeInOut(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
			time = time / (nDuration / 2);
			if (time < 1)
			{
				return nChange / 2 * time * time * time * time * time + nBegin;
			}

			time -= 2;
			return nChange / 2 * (time * time * time * time * time + 2) + nBegin;
		}
	}

	public class Sine
	{
		public static float easeIn(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
			return -nChange * Mathf.Cos(time / nDuration * (Mathf.PI / 2)) + nChange + nBegin;
		}

		public static float easeOut(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
			return nChange * Mathf.Sin(time / nDuration * (Mathf.PI / 2)) + nBegin;
		}

		public static float easeInOut(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
			return -nChange / 2 * (Mathf.Cos(Mathf.PI * time / nDuration) - 1) + nBegin;
		}
	}

	public class Expo
	{
		public static float easeIn(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
			if (time == 0)
			{
				return nBegin;
			}
			else
			{
				return nChange * Mathf.Pow(2, 10 * (time / nDuration - 1)) + nBegin;
			}
		}

		public static float easeOut(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
			if (time == nDuration)
			{
				return nBegin + nChange;
			}
			else
			{
				return nChange * (-Mathf.Pow(2, -10 * time / nDuration) + 1) + nBegin;
			}
		}

		public static float easeInOut(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
			if (time == 0)
			{
				return nBegin;
			}
			if (time == nDuration)
			{
				return nBegin + nChange;
			}

			time = time /(nDuration / 2);
			if (time < 1)
			{
				return nChange / 2 * Mathf.Pow(2, 10 * (time - 1)) + nBegin;
			}
			time--;
			return nChange / 2 * (-Mathf.Pow(2, -10 * time) + 2) + nBegin;
		}
	}

	public class Circ
	{
		public static float easeIn(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
			time = time / nDuration;
			return -nChange * (Mathf.Sqrt(1 - time * time) - 1) + nBegin;
		}

		public static float easeOut(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
			time = time / nDuration - 1;
			return nChange * Mathf.Sqrt(1 - time * time) + nBegin;
		}

		public static float easeInOut(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
			time = time / (nDuration / 2);
			if (time < 1)
			{
				return -nChange / 2 * (Mathf.Sqrt(1 - time * time) - 1) + nBegin;
			}
			time -= 2;
			return nChange / 2 * (Mathf.Sqrt(1 - time * time) + 1) + nBegin;
		}
	}

	public class Elastic
	{
		public static float easeIn(float time, float nBegin, float nChange, float nDuration, float a = 0, float p = 0)
		{
			time = GetTime(time, nDuration);
			if (time == 0)
			{
				return nBegin;
			}
			time = time / nDuration;
			if (time == 1)
			{
				return nBegin + nChange;
			}
			if (p == 0)
			{
				p = nDuration * 0.3f;
			}

			float s;
			if (a == 0 || a < Mathf.Abs(nChange))
			{
				a = nChange;
				s = p / 4;
			}
			else
			{
				s = p / (2 * Mathf.PI) * Mathf.Asin(nChange / a);
			}
			time -= 1;
			return -(a * Mathf.Pow(2, 10 * time) * Mathf.Sin((time * nDuration - s) * (2 * Mathf.PI) / p)) + nBegin;
		}
		public static float easeOut(float time, float nBegin, float nChange, float nDuration, float a = 0, float p = 0)
		{
			time = GetTime(time, nDuration);
			if (time == 0)
			{
				return nBegin;
			}

			time = time / nDuration;
			if (time == 1)
			{
				return nBegin + nChange;
			}

			if (p == 0)
			{
				p = nDuration * 0.3f;
			}

			float s;
			if (a == 0 || a < Mathf.Abs(nChange))
			{
				a = nChange;
				s = p / 4;
			}
			else
			{
				s = p / (2 * Mathf.PI) * Mathf.Asin(nChange / a);
			}
			return (a * Mathf.Pow(2, -10 * time) * Mathf.Sin((time * nDuration - s) * (2 * Mathf.PI) / p) + nChange + nBegin);
		}
		public static float easeInOut(float time, float nBegin, float nChange, float nDuration, float a = 0, float p = 0)
		{
			time = GetTime(time, nDuration);
			if (time == 0)
			{
				return nBegin;
			}

			time = time / (nDuration / 2);
			if (time == 2)
			{
				return nBegin + nChange;
			}

			if (p == 0)
			{
				p = nDuration * (0.3f * 1.5f);
			}

			float s;
			if (a == 0 || a < Mathf.Abs(nChange))
			{
				a = nChange;
				s = p / 4;
			}
			else
			{
				s = p / (2 * Mathf.PI) * Mathf.Asin(nChange / a);
			}

			if (time < 1)
			{
				time -= 1;
				return -0.5f * (a * Mathf.Pow(2, 10 * time) * Mathf.Sin((time * nDuration - s) * (2 * Mathf.PI) / p)) + nBegin;
			}
			time -= 1;
			return a * Mathf.Pow(2, -10 * time) * Mathf.Sin((time * nDuration - s) * (2 * Mathf.PI) / p) * 0.5f + nChange + nBegin;
		}
	}

	public class Back
	{
		public static float easeIn(float time, float nBegin, float nChange, float nDuration, float s = 0)
		{
			time = GetTime(time, nDuration);
			if (s == 0)
			{
				s = 1.70158f;
			}
			time = time / nDuration;
			return nChange * time * time * ((s + 1) * time - s) + nBegin;
		}
			
		public static float easeOut(float time, float nBegin, float nChange, float nDuration, float s = 0)
		{
			time = GetTime(time, nDuration);
			if (s == 0)
			{
				s = 1.70158f;
			}
			time = time / nDuration - 1;
			return nChange * (time * time * ((s + 1) * time + s) + 1) + nBegin;
		}

		public static float easeInOut(float time, float nBegin, float nChange, float nDuration, float s = 0)
		{
			time = GetTime(time, nDuration);
			if (s == 0)
			{
				s = 1.70158f;
			}

			time = time / (nDuration / 2);
			if (time < 1)
			{
				return nChange / 2 * (time * time * (((s *= 1.525f) + 1) * time - s)) + nBegin;
			}
			time -= 2;
			return nChange / 2 * (time * time * (((s *= 1.525f) + 1) * time + s) + 2) + nBegin;
		}
	}

	public class Bounce
	{
		public static float easeIn(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
			return nChange - easeOut(nDuration - time, 0, nChange, nDuration) + nBegin;
		}

		public static float easeOut(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
				
			time = time / nDuration;
			if (time < (1 / 2.75f))
			{
				return nChange * (7.5625f * time * time) + nBegin;
			}
			else if (time < (2 / 2.75f))
			{
				time -= 1.5f / 2.75f;
				return nChange * (7.5625f * time * time + 0.75f) + nBegin;
			}
			else if (time < (2.5f / 2.75f))
			{
				time -= 2.25f / 2.75f;
				return nChange * (7.5625f * time * time + 0.9375f) + nBegin;
			}
			else
			{
				time -= 2.625f / 2.75f;
				return nChange * (7.5625f * time * time + 0.984375f) + nBegin;
			}
		}

		public static float easeInOut(float time, float nBegin, float nChange, float nDuration)
		{
			time = GetTime(time, nDuration);
			if (time < nDuration / 2)
			{
				return easeIn(time * 2, 0, nChange, nDuration) * 0.5f + nBegin;
			}
			else return easeOut(time * 2 - nDuration, 0, nChange, nDuration) * 0.5f + nChange * 0.5f + nBegin;
		}
	}
}
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测试代码:


public class NewBehaviourScript : MonoBehaviour
{
	private bool m_isPlay = false;

	public Transform[] m_trans = null;

	private string[] m_strNames = new string[]
	{
		"Quad",
		"Cubic",
		"Quart",
		"Quint",
		"Sine",
		"Expo",
		"Circ",
		"Elastic",
		"Back",
		"Bounce"
	};


	private void Start()
	{
		int nCount = m_strNames.Length * 3;

		int n3Count = 0;
		int nNameIndex = 0;
		m_trans = new Transform[nCount];
		for (int i = 0; i < nCount; i++)
		{
			GameObject newObj = GameObject.CreatePrimitive(PrimitiveType.Sphere);

			if (n3Count >= 3)
			{
				n3Count = 0;
				nNameIndex++;
			}
			newObj.name = m_strNames[nNameIndex] + n3Count.ToString();
			n3Count++;

			m_trans[i] = newObj.transform;
			m_trans[i].position = new Vector3(i, 0, 0);
		}
	}

	private float nTime = 0;

	private void Update()
	{
		if (Input.GetKeyDown(KeyCode.A))
		{
			nTime = 0;
			m_isPlay = true;
		}

		if (m_isPlay)
		{
			if (nTime >= 2)
			{
				m_isPlay = false;
			}

			float nValue = 0;
			int nIndex = 0;

			nValue = Tween.Quad.easeIn(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;

			nValue = Tween.Quad.easeOut(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;

			nValue = Tween.Quad.easeInOut(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;


			nValue = Tween.Cubic.easeIn(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;

			nValue = Tween.Cubic.easeOut(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;

			nValue = Tween.Cubic.easeInOut(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;


			nValue = Tween.Quart.easeIn(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;

			nValue = Tween.Quart.easeOut(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;

			nValue = Tween.Quart.easeInOut(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;


			nValue = Tween.Quint.easeIn(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;

			nValue = Tween.Quint.easeOut(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;

			nValue = Tween.Quint.easeInOut(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;


			nValue = Tween.Sine.easeIn(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;

			nValue = Tween.Sine.easeOut(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;

			nValue = Tween.Sine.easeInOut(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;


			nValue = Tween.Expo.easeIn(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;

			nValue = Tween.Expo.easeOut(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;

			nValue = Tween.Expo.easeInOut(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;


			nValue = Tween.Circ.easeIn(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;

			nValue = Tween.Circ.easeOut(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;

			nValue = Tween.Circ.easeInOut(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;


			nValue = Tween.Elastic.easeIn(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;

			nValue = Tween.Elastic.easeOut(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;

			nValue = Tween.Elastic.easeInOut(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;


			nValue = Tween.Back.easeIn(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;

			nValue = Tween.Back.easeOut(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;

			nValue = Tween.Back.easeInOut(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;


			nValue = Tween.Bounce.easeIn(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;

			nValue = Tween.Bounce.easeOut(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;

			nValue = Tween.Bounce.easeInOut(nTime, 0, 5, 1);

			m_trans[nIndex].position = new Vector3(nIndex, nValue, 0);
			nIndex++;


			nTime += Time.deltaTime;
		}
	}
}
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