update space shooter

pull/122/head
hevinci 2023-05-26 18:35:34 +08:00
parent cd0a6579b8
commit eff2f1d968
142 changed files with 5880 additions and 26 deletions

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# UniFramework.Animation
一个轻量级的高效率的动画系统。
支持新的动画文件格式不再依赖Animator文件来驱动动画使用方式非常类似于老的Animation系统。

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Animations;
namespace UniFramework.Animation
{
internal sealed class AnimClip : AnimNode
{
public readonly string Name;
private readonly AnimationClip _clip;
public AnimationClipPlayable _clipPlayable;
/// <summary>
/// 动画层级
/// </summary>
public int Layer = 0;
/// <summary>
/// 动画长度
/// </summary>
public float ClipLength
{
get
{
if (_clip == null)
return 0f;
if (Speed == 0f)
return Mathf.Infinity;
return _clip.length / Speed;
}
}
/// <summary>
/// 归一化时间轴
/// </summary>
public float NormalizedTime
{
set
{
if (_clip == null)
return;
Time = _clip.length * value;
}
get
{
if (_clip == null)
return 1f;
return Time / _clip.length;
}
}
/// <summary>
/// 动画模式
/// </summary>
public WrapMode WrapMode
{
set
{
if (_clip != null)
_clip.wrapMode = value;
}
get
{
if (_clip == null)
return WrapMode.Default;
return _clip.wrapMode;
}
}
/// <summary>
/// 动画状态
/// </summary>
public AnimState State { private set; get; }
public AnimClip(PlayableGraph graph, AnimationClip clip, string name, int layer) : base(graph)
{
_clip = clip;
Name = name;
Layer = layer;
_clipPlayable = AnimationClipPlayable.Create(graph, clip);
_clipPlayable.SetApplyFootIK(false);
_clipPlayable.SetApplyPlayableIK(false);
SetSourcePlayable(_clipPlayable);
if (clip.wrapMode == WrapMode.Once)
{
_clipPlayable.SetDuration(clip.length);
}
State = new AnimState(this);
}
public override void PlayNode()
{
if (_clip.wrapMode == WrapMode.Once || _clip.wrapMode == WrapMode.ClampForever)
{
Time = 0;
}
base.PlayNode();
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Animations;
namespace UniFramework.Animation
{
internal sealed class AnimMixer : AnimNode
{
private const float HIDE_DURATION = 0.25f;
private readonly List<AnimClip> _animClips = new List<AnimClip>(10);
private AnimationMixerPlayable _mixer;
private bool _isQuiting = false;
/// <summary>
/// 动画层级
/// </summary>
public int Layer { private set; get; }
public AnimMixer(PlayableGraph graph, int layer) : base(graph)
{
Layer = layer;
_mixer = AnimationMixerPlayable.Create(graph);
SetSourcePlayable(_mixer);
}
public override void Update(float deltaTime)
{
base.Update(deltaTime);
for (int i = 0; i < _animClips.Count; i++)
{
var animClip = _animClips[i];
if (animClip != null)
animClip.Update(deltaTime);
}
bool isAllDone = true;
for (int i = 0; i < _animClips.Count; i++)
{
var animClip = _animClips[i];
if (animClip != null)
{
if (animClip.IsDone == false)
isAllDone = false;
}
}
// 当子节点都已经完成的时候断开连接
if (isAllDone && _isQuiting == false)
{
_isQuiting = true;
StartWeightFade(0, HIDE_DURATION);
}
if (_isQuiting)
{
if (Mathf.Approximately(Weight, 0f))
DisconnectMixer();
}
}
/// <summary>
/// 播放指定动画
/// </summary>
public void Play(AnimClip newAnimClip, float fadeDuration)
{
// 重新激活混合器
_isQuiting = false;
StartWeightFade(1f, 0);
if (IsContains(newAnimClip) == false)
{
// 优先插入到一个空位
int index = _animClips.FindIndex(s => s == null);
if (index == -1)
{
// Increase input count
int inputCount = _mixer.GetInputCount();
_mixer.SetInputCount(inputCount + 1);
newAnimClip.Connect(_mixer, inputCount);
_animClips.Add(newAnimClip);
}
else
{
newAnimClip.Connect(_mixer, index);
_animClips[index] = newAnimClip;
}
}
for (int i = 0; i < _animClips.Count; i++)
{
var animClip = _animClips[i];
if (animClip == null)
continue;
if (animClip == newAnimClip)
{
animClip.StartWeightFade(1f, fadeDuration);
animClip.PlayNode();
}
else
{
animClip.StartWeightFade(0f, fadeDuration);
animClip.PauseNode();
}
}
}
/// <summary>
/// 停止指定动画,恢复为初始状态
/// </summary>
public void Stop(string name)
{
AnimClip animClip = FindClip(name);
if (animClip == null)
return;
animClip.PauseNode();
animClip.ResetNode();
}
/// <summary>
/// 暂停所有动画
/// </summary>
public void PauseAll()
{
for (int i = 0; i < _animClips.Count; i++)
{
var animClip = _animClips[i];
if (animClip == null)
continue;
animClip.PauseNode();
}
}
/// <summary>
/// 是否包含该动画
/// </summary>
public bool IsContains(AnimClip clip)
{
foreach (var animClip in _animClips)
{
if (animClip == clip)
return true;
}
return false;
}
/// <summary>
/// 移除一个动画
/// </summary>
public void RemoveClip(string name)
{
var animClip = FindClip(name);
if (animClip == null)
return;
_animClips[animClip.InputPort] = null;
animClip.Destroy();
}
/// <summary>
/// 获取指定的动画
/// </summary>
/// <returns>如果没有返回NULL</returns>
private AnimClip FindClip(string name)
{
foreach (var animClip in _animClips)
{
if (animClip != null && animClip.Name == name)
return animClip;
}
UniLogger.Warning($"${nameof(AnimClip)} doesn't exist : {name}");
return null;
}
private void DisconnectMixer()
{
for (int i = 0; i < _animClips.Count; i++)
{
var animClip = _animClips[i];
if (animClip == null)
continue;
animClip.Disconnect();
_animClips[i] = null;
}
Disconnect();
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Animations;
namespace UniFramework.Animation
{
internal abstract class AnimNode
{
private readonly PlayableGraph _graph;
private Playable _source;
private Playable _parent;
private float _fadeSpeed = 0f;
private float _fadeWeight = 0f;
private bool _isFading = false;
/// <summary>
/// 是否已经连接
/// </summary>
public bool IsConnect { get; private set; } = false;
/// <summary>
/// 输入端口
/// </summary>
public int InputPort { private set; get; }
/// <summary>
/// 是否已经完成
/// If the duration of the playable is set, when the time of the playable reaches its duration during playback this flag will be set to true.
/// </summary>
public bool IsDone
{
get
{
return _source.IsDone();
}
}
/// <summary>
/// 是否有效
/// if the Playable is properly constructed by the PlayableGraph and has not been destroyed, false otherwise.
/// </summary>
public bool IsValid
{
get
{
return _source.IsValid();
}
}
/// <summary>
/// 是否正在播放中
/// </summary>
public bool IsPlaying
{
get
{
return _source.GetPlayState() == PlayState.Playing;
}
}
/// <summary>
/// 时间轴
/// </summary>
public float Time
{
set
{
_source.SetTime(value);
}
get
{
return (float)_source.GetTime();
}
}
/// <summary>
/// 播放速度
/// </summary>
public float Speed
{
set
{
_source.SetSpeed(value);
}
get
{
return (float)_source.GetSpeed();
}
}
/// <summary>
/// 权重值
/// </summary>
public float Weight
{
set
{
_parent.SetInputWeight(InputPort, value);
}
get
{
return _parent.GetInputWeight(InputPort);
}
}
public AnimNode(PlayableGraph graph)
{
_graph = graph;
}
public virtual void Update(float deltaTime)
{
if (_isFading)
{
Weight = Mathf.MoveTowards(Weight, _fadeWeight, _fadeSpeed * deltaTime);
if (Mathf.Approximately(Weight, _fadeWeight))
{
_isFading = false;
}
}
}
public virtual void Destroy()
{
if (IsValid)
{
_graph.DestroySubgraph(_source);
}
}
public virtual void PlayNode()
{
// NOTE : When playing, the local time of this Playable will be updated during the evaluation of the PlayableGraph.
_source.Play();
// NOTE : Changes a flag indicating that a playable has completed its operation.
// Playable that reach the end of their duration are automatically marked as done.
_source.SetDone(false);
}
public virtual void PauseNode()
{
// NOTE : When paused, the local time of this Playable will not be updated during the evaluation of the PlayableGraph.
_source.Pause();
// NOTE : Changes a flag indicating that a playable has completed its operation.
// Playable that reach the end of their duration are automatically marked as done.
_source.SetDone(true);
}
public virtual void ResetNode()
{
_fadeSpeed = 0;
_fadeWeight = 0;
_isFading = false;
Time = 0;
Speed = 1;
Weight = 0;
}
/// <summary>
/// 连接到父节点
/// </summary>
/// <param name="parent">父节点对象</param>
/// <param name="inputPort">父节点上的输入端口</param>
public void Connect(Playable parent, int parentInputPort)
{
if (IsConnect)
throw new System.Exception("AnimNode is connected.");
_parent = parent;
InputPort = parentInputPort;
// 重置节点
ResetNode();
// 连接
_graph.Connect(_source, 0, parent, parentInputPort);
IsConnect = true;
}
/// <summary>
/// 同父节点断开连接
/// </summary>
public void Disconnect()
{
if (IsConnect == false)
throw new System.Exception("AnimNode is disconnected.");
// 断开
_graph.Disconnect(_parent, InputPort);
IsConnect = false;
}
/// <summary>
/// 开始权重值过渡
/// </summary>
/// <param name="destWeight">目标权重值</param>
/// <param name="fadeDuration">过渡时间</param>
public void StartWeightFade(float destWeight, float fadeDuration)
{
if (fadeDuration <= 0)
{
Weight = destWeight;
_isFading = false;
return;
}
//注意:保持统一的渐变速度
_fadeSpeed = 1f / fadeDuration;
_fadeWeight = destWeight;
_isFading = true;
}
protected void SetSourcePlayable(Playable playable)
{
_source = playable;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Animations;
namespace UniFramework.Animation
{
internal class AnimPlayable
{
private readonly List<AnimClip> _animClips = new List<AnimClip>(10);
private readonly List<AnimMixer> _animMixers = new List<AnimMixer>(10);
private PlayableGraph _graph;
private AnimationPlayableOutput _output;
private AnimationLayerMixerPlayable _mixerRoot;
public void Create(Animator animator)
{
string name = animator.gameObject.name;
_graph = PlayableGraph.Create(name);
_graph.SetTimeUpdateMode(DirectorUpdateMode.Manual);
_mixerRoot = AnimationLayerMixerPlayable.Create(_graph);
_output = AnimationPlayableOutput.Create(_graph, name, animator);
_output.SetSourcePlayable(_mixerRoot);
}
public void Update(float deltaTime)
{
_graph.Evaluate(deltaTime);
// 更新所有层级
for (int i = 0; i < _animMixers.Count; i++)
{
var mixer = _animMixers[i];
if(mixer.IsConnect)
mixer.Update(deltaTime);
}
}
public void Destroy()
{
_graph.Destroy();
}
/// <summary>
/// Play the graph
/// </summary>
public void PlayGraph()
{
_graph.Play();
}
/// <summary>
/// Stop the graph
/// </summary>
public void StopGraph()
{
_graph.Stop();
}
/// <summary>
/// 获取动画的状态
/// </summary>
/// <param name="name">动画名称</param>
/// <returns>如果动画不存在返回空</returns>
public AnimState GetAnimState(string name)
{
for (int i = 0; i < _animClips.Count; i++)
{
if (_animClips[i].Name == name)
return _animClips[i].State;
}
return null;
}
/// <summary>
/// 检测动画是否正在播放
/// </summary>
/// <param name="name">动画名称</param>
public bool IsPlaying(string name)
{
AnimClip animClip = GetAnimClip(name);
if (animClip == null)
return false;
return animClip.IsConnect && animClip.IsPlaying;
}
/// <summary>
/// 播放一个动画
/// </summary>
/// <param name="name">动画名称</param>
/// <param name="fadeLength">融合时间</param>
public void Play(string name, float fadeLength)
{
var animClip = GetAnimClip(name);
if (animClip == null)
{
UniLogger.Warning($"Not found animation {name}");
return;
}
int layer = animClip.Layer;
var animMixer = GetAnimMixer(layer);
if (animMixer == null)
animMixer = CreateAnimMixer(layer);
if(animMixer.IsConnect == false)
animMixer.Connect(_mixerRoot, animMixer.Layer);
animMixer.Play(animClip, fadeLength);
}
/// <summary>
/// 停止一个动画
/// </summary>
/// <param name="name">动画名称</param>
public void Stop(string name)
{
var animClip = GetAnimClip(name);
if (animClip == null)
{
UniLogger.Warning($"Not found animation {name}");
return;
}
if (animClip.IsConnect == false)
return;
var animMixer = GetAnimMixer(animClip.Layer);
if (animMixer == null)
throw new System.Exception("Should never get here.");
animMixer.Stop(animClip.Name);
}
/// <summary>
/// 添加一个动画片段
/// </summary>
/// <param name="name">动画名称</param>
/// <param name="clip">动画片段</param>
/// <param name="layer">动画层级</param>
public bool AddAnimation(string name, AnimationClip clip, int layer = 0)
{
if (string.IsNullOrEmpty(name))
throw new System.ArgumentException("Name is null or empty.");
if (clip == null)
throw new System.ArgumentNullException();
if (layer < 0)
throw new System.Exception("Layer must be greater than zero.");
if (IsContains(name))
{
UniLogger.Warning($"Animation already exists : {name}");
return false;
}
AnimClip animClip = new AnimClip(_graph, clip, name, layer);
_animClips.Add(animClip);
return true;
}
/// <summary>
/// 移除一个动画片段
/// </summary>
/// <param name="name">动画名称</param>
public bool RemoveAnimation(string name)
{
if (IsContains(name) == false)
{
UniLogger.Warning($"Not found Animation : {name}");
return false;
}
AnimClip animClip = GetAnimClip(name);
AnimMixer animMixer = GetAnimMixer(animClip.Layer);
if(animMixer != null)
animMixer.RemoveClip(animClip.Name);
animClip.Destroy();
_animClips.Remove(animClip);
return true;
}
/// <summary>
/// 是否包含一个动画状态
/// </summary>
/// <param name="name">动画名称</param>
public bool IsContains(string name)
{
for (int i = 0; i < _animClips.Count; i++)
{
if (_animClips[i].Name == name)
return true;
}
return false;
}
private AnimClip GetAnimClip(string name)
{
for (int i = 0; i < _animClips.Count; i++)
{
if (_animClips[i].Name == name)
return _animClips[i];
}
return null;
}
private AnimMixer GetAnimMixer(int layer)
{
for (int i = 0; i < _animMixers.Count; i++)
{
if (_animMixers[i].Layer == layer)
return _animMixers[i];
}
return null;
}
private AnimMixer CreateAnimMixer(int layer)
{
// Increase input count
int inputCount = _mixerRoot.GetInputCount();
if(layer == 0 && inputCount == 0)
{
_mixerRoot.SetInputCount(1);
}
else
{
if (layer > inputCount - 1)
{
_mixerRoot.SetInputCount(layer + 1);
}
}
var animMixer = new AnimMixer(_graph, layer);
_animMixers.Add(animMixer);
return animMixer;
}
}
}

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using System.Collections;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Animations;
namespace UniFramework.Animation
{
public class AnimState
{
private readonly AnimClip _animClip;
private AnimState()
{
}
internal AnimState(AnimClip animClip)
{
_animClip = animClip;
}
/// <summary>
/// The name of animation.
/// </summary>
public string Name
{
get
{
return _animClip.Name;
}
}
/// <summary>
/// The length of the animation clip in seconds.
/// </summary>
public float Length
{
get
{
return _animClip.ClipLength;
}
}
/// <summary>
/// The layer of animation.
/// </summary>
public int Layer
{
get
{
return _animClip.Layer;
}
}
/// <summary>
/// Wrapping mode of the animation.
/// </summary>
public WrapMode WrapMode
{
get
{
return _animClip.WrapMode;
}
}
/// <summary>
/// The weight of animation.
/// </summary>
public float Weight
{
get
{
return _animClip.Weight;
}
set
{
_animClip.Weight = value;
}
}
/// <summary>
/// The current time of the animation.
/// </summary>
public float Time
{
get
{
return _animClip.Time;
}
set
{
_animClip.Time = value;
}
}
/// <summary>
/// The normalized time of the animation.
/// </summary>
public float NormalizedTime
{
get
{
return _animClip.NormalizedTime;
}
set
{
_animClip.NormalizedTime = value;
}
}
/// <summary>
/// The playback speed of the animation. 1 is normal playback speed.
/// </summary>
public float Speed
{
get
{
return _animClip.Speed;
}
set
{
_animClip.Speed = value;
}
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UniFramework.Animation
{
[RequireComponent(typeof(Animator))]
public class UniAnimation : MonoBehaviour
{
[Serializable]
public class AnimationWrapper
{
public int Layer;
public WrapMode Mode;
public AnimationClip Clip;
}
private AnimPlayable _animPlayable;
private Animator _animator;
[SerializeField]
private AnimationWrapper[] _animations;
[SerializeField]
private bool _playAutomatically = true;
[SerializeField]
private bool _animatePhysics = false;
/// <summary>
/// 自动播放动画
/// </summary>
public bool PlayAutomatically
{
get
{
return _playAutomatically;
}
set
{
_playAutomatically = value;
}
}
/// <summary>
/// 物理更新模式
/// </summary>
public bool AnimatePhysics
{
get
{
return _animatePhysics;
}
set
{
_animatePhysics = value;
_animator.updateMode = _animatePhysics ? AnimatorUpdateMode.AnimatePhysics : AnimatorUpdateMode.Normal;
}
}
public void Awake()
{
_animator = GetComponent<Animator>();
_animator.updateMode = _animatePhysics ? AnimatorUpdateMode.AnimatePhysics : AnimatorUpdateMode.Normal;
_animPlayable = new AnimPlayable();
_animPlayable.Create(_animator);
// 添加列表动作
for (int i = 0; i < _animations.Length; i++)
{
var wrapper = _animations[i];
if (wrapper == null || wrapper.Clip == null)
continue;
wrapper.Clip.wrapMode = wrapper.Mode;
_animPlayable.AddAnimation(wrapper.Clip.name, wrapper.Clip, wrapper.Layer);
}
}
public void OnEnable()
{
_animPlayable.PlayGraph();
if (PlayAutomatically)
{
var wrapper = GetDefaultWrapper();
if (wrapper != null)
{
Play(wrapper.Clip.name, 0f);
}
}
_animPlayable.Update(float.MaxValue);
}
public void OnDisable()
{
_animPlayable.StopGraph();
}
public void OnDestroy()
{
_animPlayable.Destroy();
}
public void Update()
{
_animPlayable.Update(Time.deltaTime);
}
/// <summary>
/// 添加一个动画
/// </summary>
/// <param name="clip">动画片段</param>
/// <param name="layer">动画层级</param>
public bool AddAnimation(AnimationClip clip, int layer = 0)
{
return _animPlayable.AddAnimation(clip.name, clip, layer);
}
/// <summary>
/// 移除动画
/// </summary>
/// <param name="name">动画名称</param>
public bool RemoveAnimation(string name)
{
return _animPlayable.RemoveAnimation(name);
}
/// <summary>
/// 获取动画状态
/// </summary>
public AnimState GetState(string name)
{
return _animPlayable.GetAnimState(name);
}
/// <summary>
/// 动画是否在播放中
/// </summary>
public bool IsPlaying(string name)
{
return _animPlayable.IsPlaying(name);
}
/// <summary>
/// 是否包含动画片段
/// </summary>
public bool IsContains(string name)
{
return _animPlayable.IsContains(name);
}
/// <summary>
/// 播放动画
/// </summary>
public void Play(string name, float fadeLength = 0.25f)
{
_animPlayable.Play(name, fadeLength);
}
/// <summary>
/// 停止动画
/// </summary>
public void Stop(string name)
{
_animPlayable.Stop(name);
}
private AnimationWrapper GetDefaultWrapper()
{
for (int i = 0; i < _animations.Length; i++)
{
var wrapper = _animations[i];
if (wrapper == null || wrapper.Clip == null)
continue;
return wrapper;
}
return null;
}
}
}

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{
"name": "UniWindow",
"name": "UniFramework.Animation",
"rootNamespace": "",
"references": [
"GUID:e34a5702dd353724aa315fb8011f08c3"
],
"references": [],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": true,
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
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using System.Diagnostics;
namespace UniFramework.Animation
{
internal static class UniLogger
{
[Conditional("DEBUG")]
public static void Log(string info)
{
UnityEngine.Debug.Log(info);
}
public static void Warning(string info)
{
UnityEngine.Debug.LogWarning(info);
}
public static void Error(string info)
{
UnityEngine.Debug.LogError(info);
}
}
}

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{
"name": "UniEvent",
"name": "UniFramework.Event",
"rootNamespace": "",
"references": [
"GUID:e34a5702dd353724aa315fb8011f08c3"

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{
"name": "UniPooling",
"name": "UniFramework.Machine",
"rootNamespace": "",
"references": [
"GUID:e34a5702dd353724aa315fb8011f08c3"

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# UniFramework.Network
一个高效的基于IOCP模型的网络系统。
```c#
using System.Net;
using System.Net.Sockets;
using System.Text;
using UnityEngine;
using UniFramework.Network;
// 登录请求消息
class LoginRequestMessage
{
public string Name;
public string Password;
}
// 登录反馈消息
class LoginResponseMessage
{
public string Result;
}
// TCP客户端
UniFramework.Network.TcpClient _client = null;
// 创建TCP客户端
void CreateClient()
{
// 初始化网络系统
UniNetwork.Initalize();
// 创建TCP客户端
int packageMaxSize = short.MaxValue;
var encoder = new DefaultNetPackageEncoder();
var decoder = new DefaultNetPackageDecoder();
_client = UniNetwork.CreateTcpClient(packageMaxSize, encoder, decoder);
// 连接服务器
var remote = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 8000);
_client.ConnectAsync(remote, OnConnectServer);
}
// 关闭TCP客户端
void CloseClient()
{
if(_client != null)
{
_client.Dispose();
_client = null;
}
}
void OnConnectServer(SocketError error)
{
Debug.Log($"Server connect result : {error}");
if (error == SocketError.Success)
Debug.Log("服务器连接成功!");
else
Debug.Log("服务器连接失败!");
}
void Update()
{
// 每帧去获取解析的网络包
DefaultNetPackage networkPackage = client.PickPackage() as DefaultNetPackage;
if(networkPackage != null)
{
string json = Encoding.UTF8.GetString(networkPackage.BodyBytes);
LoginResponseMessage message = JsonUtility.FromJson<LoginResponseMessage>(json);
Debug.Log(message.Result);
}
}
// 发送登录请求消息
void SendLoginMessage()
{
LoginRequestMessage message = new LoginRequestMessage();
message.Name = "hevinci";
message.Password = "1234567";
DefaultNetPackage networkPackage = new DefaultNetPackage();
networkPackage.MsgID = 10001;
networkPackage.BodyBytes = Encoding.UTF8.GetBytes(JsonUtility.ToJson(message));
_client.SendPackage(networkPackage);
}
```

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namespace UniFramework.Network
{
public class DefaultNetPackage : INetPackage
{
/// <summary>
/// 消息ID
/// </summary>
public int MsgID { set; get; }
/// <summary>
/// 包体数据
/// </summary>
public byte[] BodyBytes { set; get; }
}
}

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using System.Collections;
using System.Collections.Generic;
namespace UniFramework.Network
{
/// <summary>
/// 网络包解码器
/// </summary>
public class DefaultNetPackageDecoder : INetPackageDecoder
{
private HandleErrorDelegate _handleErrorCallback;
private const int PackageHeaderLengthFiledSize = 4; //int类型
private const int PackageHeaderIDFiledSize = 4; //int类型
/// <summary>
/// 获取包头的尺寸
/// </summary>
public int GetPackageHeaderSize()
{
return PackageHeaderLengthFiledSize + PackageHeaderIDFiledSize;
}
/// <summary>
/// 注册异常错误回调方法
/// </summary>
/// <param name="callback"></param>
public void RigistHandleErrorCallback(HandleErrorDelegate callback)
{
_handleErrorCallback = callback;
}
/// <summary>
/// 网络消息解码
/// </summary>
/// <param name="packageBodyMaxSize">包体的最大尺寸</param>
/// <param name="ringBuffer">解码需要的字节缓冲区</param>
/// <param name="outputPackages">接收的包裹列表</param>
public void Decode(int packageBodyMaxSize, RingBuffer ringBuffer, List<INetPackage> outputPackages)
{
// 循环解包
while (true)
{
// 如果数据不够判断消息长度
if (ringBuffer.ReadableBytes < PackageHeaderLengthFiledSize)
break;
ringBuffer.MarkReaderIndex();
// 读取Package长度
int packageSize = ringBuffer.ReadInt();
// 如果剩余可读数据小于Package长度
if (ringBuffer.ReadableBytes < packageSize)
{
ringBuffer.ResetReaderIndex();
break; //需要退出读够数据再解包
}
DefaultNetPackage package = new DefaultNetPackage();
// 读取包头
{
// 读取消息ID
package.MsgID = ringBuffer.ReadInt();
}
// 检测包体长度
int bodySize = packageSize - PackageHeaderIDFiledSize;
if (bodySize > packageBodyMaxSize)
{
_handleErrorCallback(true, $"The decode package {package.MsgID} body size is larger than {packageBodyMaxSize} !");
break;
}
// 读取包体
{
package.BodyBytes = ringBuffer.ReadBytes(bodySize);
outputPackages.Add(package);
}
}
// 注意:将剩余数据移至起始
ringBuffer.DiscardReadBytes();
}
}
}

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using System.Collections;
using System.Collections.Generic;
namespace UniFramework.Network
{
/// <summary>
/// 网络包编码器
/// </summary>
public class DefaultNetPackageEncoder : INetPackageEncoder
{
private HandleErrorDelegate _handleErrorCallback;
private const int PackageHeaderLengthFiledSize = 4; //int类型
private const int PackageHeaderIDFiledSize = 4; //int类型
/// <summary>
/// 获取包头的尺寸
/// </summary>
public int GetPackageHeaderSize()
{
return PackageHeaderLengthFiledSize + PackageHeaderIDFiledSize;
}
/// <summary>
/// 注册异常错误回调方法
/// </summary>
/// <param name="callback"></param>
public void RigistHandleErrorCallback(HandleErrorDelegate callback)
{
_handleErrorCallback = callback;
}
/// <summary>
/// 编码
/// </summary>
/// <param name="packageBodyMaxSize">包体的最大尺寸</param>
/// <param name="ringBuffer">编码填充的字节缓冲区</param>
/// <param name="encodePackage">发送的包裹</param>
public void Encode(int packageBodyMaxSize, RingBuffer ringBuffer, INetPackage encodePackage)
{
if (encodePackage == null)
{
_handleErrorCallback(false, "The encode package object is null");
return;
}
DefaultNetPackage package = (DefaultNetPackage)encodePackage;
if (package == null)
{
_handleErrorCallback(false, $"The encode package object is invalid : {encodePackage.GetType()}");
return;
}
// 检测逻辑是否合法
if (package.BodyBytes == null)
{
_handleErrorCallback(false, $"The encode package BodyBytes field is null : {encodePackage.GetType()}");
return;
}
// 获取包体数据
byte[] bodyData = package.BodyBytes;
// 检测包体长度
if (bodyData.Length > packageBodyMaxSize)
{
_handleErrorCallback(false, $"The encode package {package.MsgID} body size is larger than {packageBodyMaxSize}");
return;
}
// 写入长度
int packetLength = PackageHeaderIDFiledSize + bodyData.Length;
ringBuffer.WriteInt(packetLength);
// 写入包头
{
// 写入消息ID
ringBuffer.WriteInt(package.MsgID);
}
// 写入包体
ringBuffer.WriteBytes(bodyData, 0, bodyData.Length);
}
}
}

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namespace UniFramework.Network
{
public delegate void HandleErrorDelegate(bool isDispose, string error);
public interface INetPackage
{
}
}

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using System.Collections;
using System.Collections.Generic;
namespace UniFramework.Network
{
/// <summary>
/// 网络包解码器
/// </summary>
public interface INetPackageDecoder
{
/// <summary>
/// 获取包头的尺寸
/// </summary>
int GetPackageHeaderSize();
/// <summary>
/// 注册异常错误回调方法
/// </summary>
/// <param name="callback"></param>
void RigistHandleErrorCallback(HandleErrorDelegate callback);
/// <summary>
/// 网络消息解码
/// </summary>
/// <param name="packageBodyMaxSize">包体的最大尺寸</param>
/// <param name="ringBuffer">解码需要的字节缓冲区</param>
/// <param name="outputPackages">接收的包裹列表</param>
void Decode(int packageBodyMaxSize, RingBuffer ringBuffer, List<INetPackage> outputPackages);
}
}

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using System.Collections;
using System.Collections.Generic;
namespace UniFramework.Network
{
/// <summary>
/// 网络包编码器
/// </summary>
public interface INetPackageEncoder
{
/// <summary>
/// 获取包头的尺寸
/// </summary>
int GetPackageHeaderSize();
/// <summary>
/// 注册异常错误回调方法
/// </summary>
/// <param name="callback"></param>
void RigistHandleErrorCallback(HandleErrorDelegate callback);
/// <summary>
/// 编码
/// </summary>
/// <param name="packageBodyMaxSize">包体的最大尺寸</param>
/// <param name="ringBuffer">编码填充的字节缓冲区</param>
/// <param name="encodePackage">发送的包裹</param>
void Encode(int packageBodyMaxSize, RingBuffer ringBuffer, INetPackage encodePackage);
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using System.Diagnostics;
using UnityEngine;
namespace UniFramework.Network
{
/// <summary>
/// 环形缓冲区
/// </summary>
public class RingBuffer
{
private readonly byte[] _buffer;
private int _readerIndex = 0;
private int _writerIndex = 0;
private int _markedReaderIndex = 0;
private int _markedWriterIndex = 0;
/// <summary>
/// 字节缓冲区
/// </summary>
public RingBuffer(int capacity)
{
_buffer = new byte[capacity];
}
/// <summary>
/// 字节缓冲区
/// </summary>
public RingBuffer(byte[] data)
{
_buffer = data;
_writerIndex = data.Length;
}
/// <summary>
/// 获取数据
/// </summary>
public byte[] GetBuffer()
{
return _buffer;
}
/// <summary>
/// 缓冲区容量
/// </summary>
public int Capacity
{
get { return _buffer.Length; }
}
/// <summary>
/// 清空缓冲区
/// </summary>
public void Clear()
{
_readerIndex = 0;
_writerIndex = 0;
_markedReaderIndex = 0;
_markedWriterIndex = 0;
}
/// <summary>
/// 删除已读部分,重新初始化数组
/// </summary>
public void DiscardReadBytes()
{
if (_readerIndex == 0)
return;
if (_readerIndex == _writerIndex)
{
_readerIndex = 0;
_writerIndex = 0;
}
else
{
for (int i = 0, j = _readerIndex, length = _writerIndex - _readerIndex; i < length; i++, j++)
{
_buffer[i] = _buffer[j];
}
_writerIndex -= _readerIndex;
_readerIndex = 0;
}
}
#region 读取相关
/// <summary>
/// 读取的下标位置
/// </summary>
public int ReaderIndex
{
get { return _readerIndex; }
}
/// <summary>
/// 当前可读数据量
/// </summary>
public int ReadableBytes
{
get { return _writerIndex - _readerIndex; }
}
/// <summary>
/// 查询是否可以读取
/// </summary>
/// <param name="size">读取数据量</param>
public bool IsReadable(int size = 1)
{
return _writerIndex - _readerIndex >= size;
}
/// <summary>
/// 标记读取的下标位置,便于某些时候回退到该位置
/// </summary>
public void MarkReaderIndex()
{
_markedReaderIndex = _readerIndex;
}
/// <summary>
/// 回退到标记的读取下标位置
/// </summary>
public void ResetReaderIndex()
{
_readerIndex = _markedReaderIndex;
}
#endregion
#region 写入相关
/// <summary>
/// 写入的下标位置
/// </summary>
public int WriterIndex
{
get { return _writerIndex; }
}
/// <summary>
/// 当前可写入数据量
/// </summary>
public int WriteableBytes
{
get { return Capacity - _writerIndex; }
}
/// <summary>
/// 查询是否可以写入
/// </summary>
/// <param name="size">写入数据量</param>
public bool IsWriteable(int size = 1)
{
return Capacity - _writerIndex >= size;
}
/// <summary>
/// 标记写入的下标位置,便于某些时候回退到该位置。
/// </summary>
public void MarkWriterIndex()
{
_markedWriterIndex = _writerIndex;
}
/// <summary>
/// 回退到标记的写入下标位置
/// </summary>
public void ResetWriterIndex()
{
_writerIndex = _markedWriterIndex;
}
#endregion
#region 读取操作
[Conditional("DEBUG")]
private void CheckReaderIndex(int length)
{
if (_readerIndex + length > _writerIndex)
{
throw new IndexOutOfRangeException();
}
}
public byte[] ReadBytes(int count)
{
CheckReaderIndex(count);
var data = new byte[count];
Buffer.BlockCopy(_buffer, _readerIndex, data, 0, count);
_readerIndex += count;
return data;
}
public bool ReadBool()
{
CheckReaderIndex(1);
return _buffer[_readerIndex++] == 1;
}
public byte ReadByte()
{
CheckReaderIndex(1);
return _buffer[_readerIndex++];
}
public sbyte ReadSbyte()
{
return (sbyte)ReadByte();
}
public short ReadShort()
{
CheckReaderIndex(2);
short result = BitConverter.ToInt16(_buffer, _readerIndex);
_readerIndex += 2;
return result;
}
public ushort ReadUShort()
{
CheckReaderIndex(2);
ushort result = BitConverter.ToUInt16(_buffer, _readerIndex);
_readerIndex += 2;
return result;
}
public int ReadInt()
{
CheckReaderIndex(4);
int result = BitConverter.ToInt32(_buffer, _readerIndex);
_readerIndex += 4;
return result;
}
public uint ReadUInt()
{
CheckReaderIndex(4);
uint result = BitConverter.ToUInt32(_buffer, _readerIndex);
_readerIndex += 4;
return result;
}
public long ReadLong()
{
CheckReaderIndex(8);
long result = BitConverter.ToInt64(_buffer, _readerIndex);
_readerIndex += 8;
return result;
}
public ulong ReadULong()
{
CheckReaderIndex(8);
ulong result = BitConverter.ToUInt64(_buffer, _readerIndex);
_readerIndex += 8;
return result;
}
public float ReadFloat()
{
CheckReaderIndex(4);
float result = BitConverter.ToSingle(_buffer, _readerIndex);
_readerIndex += 4;
return result;
}
public double ReadDouble()
{
CheckReaderIndex(8);
double result = BitConverter.ToDouble(_buffer, _readerIndex);
_readerIndex += 8;
return result;
}
public string ReadUTF()
{
ushort count = ReadUShort();
CheckReaderIndex(count);
string result = Encoding.UTF8.GetString(_buffer, _readerIndex, count - 1); // 注意:读取的时候忽略字符串末尾写入结束符
_readerIndex += count;
return result;
}
public List<int> ReadListInt()
{
List<int> result = new List<int>();
int count = ReadInt();
for (int i = 0; i < count; i++)
{
result.Add(ReadInt());
}
return result;
}
public List<long> ReadListLong()
{
List<long> result = new List<long>();
int count = ReadInt();
for (int i = 0; i < count; i++)
{
result.Add(ReadLong());
}
return result;
}
public List<float> ReadListFloat()
{
List<float> result = new List<float>();
int count = ReadInt();
for (int i = 0; i < count; i++)
{
result.Add(ReadFloat());
}
return result;
}
public List<double> ReadListDouble()
{
List<double> result = new List<double>();
int count = ReadInt();
for (int i = 0; i < count; i++)
{
result.Add(ReadDouble());
}
return result;
}
public List<string> ReadListUTF()
{
List<string> result = new List<string>();
int count = ReadInt();
for (int i = 0; i < count; i++)
{
result.Add(ReadUTF());
}
return result;
}
public Vector2 ReadVector2()
{
float x = ReadFloat();
float y = ReadFloat();
return new Vector2(x, y);
}
public Vector3 ReadVector3()
{
float x = ReadFloat();
float y = ReadFloat();
float z = ReadFloat();
return new Vector3(x, y, z);
}
public Vector4 ReadVector4()
{
float x = ReadFloat();
float y = ReadFloat();
float z = ReadFloat();
float w = ReadFloat();
return new Vector4(x, y, z, w);
}
#endregion
#region 写入操作
[Conditional("DEBUG")]
private void CheckWriterIndex(int length)
{
if (_writerIndex + length > Capacity)
{
throw new IndexOutOfRangeException();
}
}
public void WriteBytes(byte[] data)
{
WriteBytes(data, 0, data.Length);
}
public void WriteBytes(byte[] data, int offset, int count)
{
CheckWriterIndex(count);
Buffer.BlockCopy(data, offset, _buffer, _writerIndex, count);
_writerIndex += count;
}
public void WriteBool(bool value)
{
WriteByte((byte)(value ? 1 : 0));
}
public void WriteByte(byte value)
{
CheckWriterIndex(1);
_buffer[_writerIndex++] = value;
}
public void WriteSbyte(sbyte value)
{
// 注意从sbyte强转到byte不会有数据变化或丢失
WriteByte((byte)value);
}
public void WriteShort(short value)
{
byte[] bytes = BitConverter.GetBytes(value);
WriteBytes(bytes);
}
public void WriteUShort(ushort value)
{
byte[] bytes = BitConverter.GetBytes(value);
WriteBytes(bytes);
}
public void WriteInt(int value)
{
byte[] bytes = BitConverter.GetBytes(value);
WriteBytes(bytes);
}
public void WriteUInt(uint value)
{
byte[] bytes = BitConverter.GetBytes(value);
WriteBytes(bytes);
}
public void WriteLong(long value)
{
byte[] bytes = BitConverter.GetBytes(value);
WriteBytes(bytes);
}
public void WriteULong(ulong value)
{
byte[] bytes = BitConverter.GetBytes(value);
WriteBytes(bytes);
}
public void WriteFloat(float value)
{
byte[] bytes = BitConverter.GetBytes(value);
WriteBytes(bytes);
}
public void WriteDouble(double value)
{
byte[] bytes = BitConverter.GetBytes(value);
WriteBytes(bytes);
}
public void WriteUTF(string value)
{
byte[] bytes = Encoding.UTF8.GetBytes(value);
int num = bytes.Length + 1; // 注意:字符串末尾写入结束符
if (num > ushort.MaxValue)
throw new FormatException($"String length cannot be greater than {ushort.MaxValue} !");
WriteUShort(Convert.ToUInt16(num));
WriteBytes(bytes);
WriteByte((byte)'\0');
}
public void WriteListInt(List<int> values)
{
int count = 0;
if (values != null)
count = values.Count;
WriteInt(count);
for (int i = 0; i < count; i++)
{
WriteInt(values[i]);
}
}
public void WriteListLong(List<long> values)
{
int count = 0;
if (values != null)
count = values.Count;
WriteInt(count);
for (int i = 0; i < count; i++)
{
WriteLong(values[i]);
}
}
public void WriteListFloat(List<float> values)
{
int count = 0;
if (values != null)
count = values.Count;
WriteInt(count);
for (int i = 0; i < count; i++)
{
WriteFloat(values[i]);
}
}
public void WriteListDouble(List<double> values)
{
int count = 0;
if (values != null)
count = values.Count;
WriteInt(count);
for (int i = 0; i < count; i++)
{
WriteDouble(values[i]);
}
}
public void WriteListUTF(List<string> values)
{
int count = 0;
if (values != null)
count = values.Count;
WriteInt(count);
for (int i = 0; i < count; i++)
{
WriteUTF(values[i]);
}
}
public void WriteVector2(Vector2 value)
{
WriteFloat(value.x);
WriteFloat(value.y);
}
public void WriteVector3(Vector3 value)
{
WriteFloat(value.x);
WriteFloat(value.y);
WriteFloat(value.z);
}
public void WriteVector4(Vector4 value)
{
WriteFloat(value.x);
WriteFloat(value.y);
WriteFloat(value.z);
WriteFloat(value.w);
}
#endregion
/// <summary>
/// 大小端转换
/// </summary>
public static void ReverseOrder(byte[] data)
{
ReverseOrder(data, 0, data.Length);
}
public static void ReverseOrder(byte[] data, int offset, int length)
{
if (length <= 1)
return;
int end = offset + length - 1;
int max = offset + length / 2;
byte temp;
for (int index = offset; index < max; index++, end--)
{
temp = data[end];
data[end] = data[index];
data[index] = temp;
}
}
}
}

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@ -0,0 +1,301 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
namespace UniFramework.Network
{
internal class TcpChannel : IDisposable
{
private readonly SocketAsyncEventArgs _receiveArgs = new SocketAsyncEventArgs();
private readonly SocketAsyncEventArgs _sendArgs = new SocketAsyncEventArgs();
private readonly Queue<INetPackage> _sendQueue = new Queue<INetPackage>(10000);
private readonly Queue<INetPackage> _receiveQueue = new Queue<INetPackage>(10000);
private readonly List<INetPackage> _decodeTempList = new List<INetPackage>(100);
private byte[] _receiveBuffer;
private RingBuffer _encodeBuffer;
private RingBuffer _decodeBuffer;
private int _packageBodyMaxSize;
private INetPackageEncoder _packageEncoder;
private INetPackageDecoder _packageDecoder;
private bool _isSending = false;
private bool _isReceiving = false;
/// <summary>
/// 通信Socket
/// </summary>
private Socket _socket;
/// <summary>
/// 同步上下文
/// </summary>
private ThreadSyncContext _context;
/// <summary>
/// 初始化频道
/// </summary>
internal void InitChannel(ThreadSyncContext context, Socket socket, int packageBodyMaxSize, INetPackageEncoder encoder, INetPackageDecoder decoder)
{
if (packageBodyMaxSize <= 0)
throw new System.ArgumentException($"PackageMaxSize is invalid : {packageBodyMaxSize}");
_context = context;
_socket = socket;
_socket.NoDelay = true;
// 创建编码解码器
_packageBodyMaxSize = packageBodyMaxSize;
_packageEncoder = encoder;
_packageEncoder.RigistHandleErrorCallback(HandleError);
_packageDecoder = decoder;
_packageDecoder.RigistHandleErrorCallback(HandleError);
// 创建字节缓冲类
// 注意字节缓冲区长度推荐4倍最大包体长度
int encoderPackageMaxSize = packageBodyMaxSize + _packageEncoder.GetPackageHeaderSize();
int decoderPakcageMaxSize = packageBodyMaxSize + _packageDecoder.GetPackageHeaderSize();
_encodeBuffer = new RingBuffer(encoderPackageMaxSize * 4);
_decodeBuffer = new RingBuffer(decoderPakcageMaxSize * 4);
_receiveBuffer = new byte[decoderPakcageMaxSize];
// 创建IOCP接收类
_receiveArgs.Completed += new EventHandler<SocketAsyncEventArgs>(IO_Completed);
_receiveArgs.SetBuffer(_receiveBuffer, 0, _receiveBuffer.Length);
// 创建IOCP发送类
_sendArgs.Completed += new EventHandler<SocketAsyncEventArgs>(IO_Completed);
_sendArgs.SetBuffer(_encodeBuffer.GetBuffer(), 0, _encodeBuffer.Capacity);
}
/// <summary>
/// 检测Socket是否已连接
/// </summary>
public bool IsConnected()
{
if (_socket == null)
return false;
return _socket.Connected;
}
/// <summary>
/// Dispose
/// </summary>
public void Dispose()
{
try
{
if (_socket != null)
_socket.Shutdown(SocketShutdown.Both);
_receiveArgs.Dispose();
_sendArgs.Dispose();
_sendQueue.Clear();
_receiveQueue.Clear();
_decodeTempList.Clear();
_encodeBuffer.Clear();
_decodeBuffer.Clear();
_isSending = false;
_isReceiving = false;
}
catch (Exception)
{
// throws if client process has already closed, so it is not necessary to catch.
}
finally
{
if (_socket != null)
{
_socket.Close();
_socket = null;
}
}
}
/// <summary>
/// 主线程内更新
/// </summary>
public void Update()
{
if (_socket == null || _socket.Connected == false)
return;
// 接收数据
UpdateReceiving();
// 发送数据
UpdateSending();
}
private void UpdateReceiving()
{
if (_isReceiving == false)
{
_isReceiving = true;
// 请求操作
bool willRaiseEvent = _socket.ReceiveAsync(_receiveArgs);
if (!willRaiseEvent)
{
ProcessReceive(_receiveArgs);
}
}
}
private void UpdateSending()
{
if (_isSending == false && _sendQueue.Count > 0)
{
_isSending = true;
// 清空缓存
_encodeBuffer.Clear();
// 合并数据一起发送
while (_sendQueue.Count > 0)
{
// 如果不够写入一个最大的消息包
int encoderPackageMaxSize = _packageBodyMaxSize + _packageEncoder.GetPackageHeaderSize();
if (_encodeBuffer.WriteableBytes < encoderPackageMaxSize)
break;
// 数据压码
INetPackage package = _sendQueue.Dequeue();
_packageEncoder.Encode(_packageBodyMaxSize, _encodeBuffer, package);
}
// 请求操作
_sendArgs.SetBuffer(0, _encodeBuffer.ReadableBytes);
bool willRaiseEvent = _socket.SendAsync(_sendArgs);
if (!willRaiseEvent)
{
ProcessSend(_sendArgs);
}
}
}
/// <summary>
/// 发送网络包
/// </summary>
public void SendPackage(INetPackage package)
{
lock (_sendQueue)
{
_sendQueue.Enqueue(package);
}
}
/// <summary>
/// 获取网络包
/// </summary>
public INetPackage PickPackage()
{
INetPackage package = null;
lock (_receiveQueue)
{
if (_receiveQueue.Count > 0)
package = _receiveQueue.Dequeue();
}
return package;
}
/// <summary>
/// This method is called whenever a receive or send operation is completed on a socket
/// </summary>
private void IO_Completed(object sender, SocketAsyncEventArgs e)
{
// determine which type of operation just completed and call the associated handler
switch (e.LastOperation)
{
case SocketAsyncOperation.Receive:
_context.Post(ProcessReceive, e);
break;
case SocketAsyncOperation.Send:
_context.Post(ProcessSend, e);
break;
default:
throw new ArgumentException("The last operation completed on the socket was not a receive or send");
}
}
/// <summary>
/// 数据接收完成时
/// </summary>
private void ProcessReceive(object obj)
{
if (_socket == null)
return;
SocketAsyncEventArgs e = obj as SocketAsyncEventArgs;
// check if the remote host closed the connection
if (e.BytesTransferred > 0 && e.SocketError == SocketError.Success)
{
// 如果数据写穿
if (_decodeBuffer.IsWriteable(e.BytesTransferred) == false)
{
HandleError(true, "The channel fatal error");
return;
}
// 拷贝数据
_decodeBuffer.WriteBytes(e.Buffer, 0, e.BytesTransferred);
// 数据解码
_decodeTempList.Clear();
_packageDecoder.Decode(_packageBodyMaxSize, _decodeBuffer, _decodeTempList);
lock (_receiveQueue)
{
for (int i = 0; i < _decodeTempList.Count; i++)
{
_receiveQueue.Enqueue(_decodeTempList[i]);
}
}
// 为接收下一段数据,投递接收请求
e.SetBuffer(0, _receiveBuffer.Length);
bool willRaiseEvent = _socket.ReceiveAsync(e);
if (!willRaiseEvent)
{
ProcessReceive(e);
}
}
else
{
HandleError(true, $"ProcessReceive error : {e.SocketError}");
}
}
/// <summary>
/// 数据发送完成时
/// </summary>
private void ProcessSend(object obj)
{
if (_socket == null)
return;
SocketAsyncEventArgs e = obj as SocketAsyncEventArgs;
if (e.SocketError == SocketError.Success)
{
_isSending = false;
}
else
{
HandleError(true, $"ProcessSend error : {e.SocketError}");
}
}
/// <summary>
/// 捕获异常错误
/// </summary>
private void HandleError(bool isDispose, string error)
{
UniLogger.Error(error);
if (isDispose) Dispose();
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,159 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
namespace UniFramework.Network
{
public class TcpClient : IDisposable
{
private class UserToken
{
public System.Action<SocketError> Callback;
}
private TcpChannel _channel;
private readonly int _packageBodyMaxSize;
private readonly INetPackageEncoder _encoder;
private readonly INetPackageDecoder _decoder;
private readonly ThreadSyncContext _syncContext;
private TcpClient()
{
}
internal TcpClient(int packageBodyMaxSize, INetPackageEncoder encoder, INetPackageDecoder decoder)
{
_packageBodyMaxSize = packageBodyMaxSize;
_encoder = encoder;
_decoder = decoder;
_syncContext = new ThreadSyncContext();
}
/// <summary>
/// 更新网络
/// </summary>
internal void Update()
{
_syncContext.Update();
if (_channel != null)
_channel.Update();
}
/// <summary>
/// 销毁网络
/// </summary>
internal void Destroy()
{
Dispose();
}
/// <summary>
/// Dispose
/// </summary>
public void Dispose()
{
if (_channel != null)
{
_channel.Dispose();
_channel = null;
}
}
/// <summary>
/// 发送网络包
/// </summary>
public void SendPackage(INetPackage package)
{
if (_channel != null)
_channel.SendPackage(package);
}
/// <summary>
/// 获取网络包
/// </summary>
public INetPackage PickPackage()
{
if (_channel == null)
return null;
return _channel.PickPackage();
}
/// <summary>
/// 检测Socket是否已连接
/// </summary>
public bool IsConnected()
{
if (_channel == null)
return false;
return _channel.IsConnected();
}
/// <summary>
/// 异步连接
/// </summary>
/// <param name="remote">IP终端</param>
/// <param name="callback">连接回调</param>
public void ConnectAsync(IPEndPoint remote, System.Action<SocketError> callback)
{
UserToken token = new UserToken()
{
Callback = callback,
};
SocketAsyncEventArgs args = new SocketAsyncEventArgs();
args.RemoteEndPoint = remote;
args.Completed += new EventHandler<SocketAsyncEventArgs>(AcceptEventArg_Completed);
args.UserToken = token;
Socket clientSock = new Socket(remote.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
bool willRaiseEvent = clientSock.ConnectAsync(args);
if (!willRaiseEvent)
{
ProcessConnected(args);
}
}
/// <summary>
/// 处理连接请求
/// </summary>
private void ProcessConnected(object obj)
{
SocketAsyncEventArgs e = obj as SocketAsyncEventArgs;
UserToken token = (UserToken)e.UserToken;
if (e.SocketError == SocketError.Success)
{
if (_channel != null)
throw new Exception("TcpClient channel is created.");
// 创建频道
_channel = new TcpChannel();
_channel.InitChannel(_syncContext, e.ConnectSocket, _packageBodyMaxSize, _encoder, _decoder);
}
else
{
UniLogger.Error($"Network connecte error : {e.SocketError}");
}
// 回调函数
if (token.Callback != null)
token.Callback.Invoke(e.SocketError);
}
private void AcceptEventArg_Completed(object sender, SocketAsyncEventArgs e)
{
switch (e.LastOperation)
{
case SocketAsyncOperation.Connect:
_syncContext.Post(ProcessConnected, e);
break;
default:
throw new ArgumentException("The last operation completed on the socket was not a connect");
}
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,38 @@
using System;
using System.Collections;
using System.Collections.Concurrent;
using System.Threading;
namespace UniFramework.Network
{
/// <summary>
/// 同步其它线程里的回调到主线程里
/// 注意Unity3D中需要设置Scripting Runtime Version为.NET4.6
/// </summary>
internal sealed class ThreadSyncContext : SynchronizationContext
{
private readonly ConcurrentQueue<Action> _safeQueue = new ConcurrentQueue<Action>();
/// <summary>
/// 更新同步队列
/// </summary>
public void Update()
{
while (true)
{
if (_safeQueue.TryDequeue(out Action action) == false)
return;
action.Invoke();
}
}
/// <summary>
/// 向同步队列里投递一个回调方法
/// </summary>
public override void Post(SendOrPostCallback callback, object state)
{
Action action = new Action(() => { callback(state); });
_safeQueue.Enqueue(action);
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,14 @@
{
"name": "UniFramework.Network",
"rootNamespace": "",
"references": [],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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@ -0,0 +1,7 @@
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@ -0,0 +1,21 @@
using System.Diagnostics;
namespace UniFramework.Network
{
internal static class UniLogger
{
[Conditional("DEBUG")]
public static void Log(string info)
{
UnityEngine.Debug.Log(info);
}
public static void Warning(string info)
{
UnityEngine.Debug.LogWarning(info);
}
public static void Error(string info)
{
UnityEngine.Debug.LogError(info);
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,92 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace UniFramework.Network
{
public static class UniNetwork
{
private static bool _isInitialize = false;
private static GameObject _driver = null;
private readonly static List<TcpClient> _tcpClients = new List<TcpClient>();
/// <summary>
/// 初始化网络系统
/// </summary>
public static void Initalize()
{
if (_isInitialize)
throw new Exception($"{nameof(UniNetwork)} is initialized !");
if (_isInitialize == false)
{
// 创建驱动器
_isInitialize = true;
_driver = new GameObject($"[{nameof(UniNetwork)}]");
_driver.AddComponent<UniNetworkDriver>();
UnityEngine.Object.DontDestroyOnLoad(_driver);
UniLogger.Log($"{nameof(UniNetwork)} initalize !");
}
}
/// <summary>
/// 销毁网络系统
/// </summary>
public static void Destroy()
{
if (_isInitialize)
{
foreach (var client in _tcpClients)
{
client.Destroy();
}
_tcpClients.Clear();
_isInitialize = false;
if (_driver != null)
GameObject.Destroy(_driver);
UniLogger.Log($"{nameof(UniNetwork)} destroy all !");
}
}
/// <summary>
/// 更新网络系统
/// </summary>
internal static void Update()
{
if (_isInitialize)
{
foreach (var client in _tcpClients)
{
client.Update();
}
}
}
/// <summary>
/// 创建TCP客户端
/// </summary>
/// <param name="packageBodyMaxSize">网络包体最大长度</param>
public static TcpClient CreateTcpClient(int packageBodyMaxSize, INetPackageEncoder encoder, INetPackageDecoder decoder)
{
if (_isInitialize == false)
throw new Exception($"{nameof(UniNetwork)} not initialized !");
var client = new TcpClient(packageBodyMaxSize, encoder, decoder);
_tcpClients.Add(client);
return client;
}
/// <summary>
/// 销毁TCP客户端
/// </summary>
public static void DestroyTcpClient(TcpClient client)
{
if (client == null)
return;
client.Dispose();
_tcpClients.Remove(client);
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,12 @@
using UnityEngine;
namespace UniFramework.Network
{
internal class UniNetworkDriver : MonoBehaviour
{
void Update()
{
UniNetwork.Update();
}
}
}

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@ -0,0 +1,11 @@
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@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 7cfeaa68459d1cb4f96e62f6b7bd9fd7
guid: 2348da7d2a69de841a7ad5508df0bf90
folderAsset: yes
DefaultImporter:
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View File

@ -8,7 +8,7 @@ namespace UniFramework.Pooling
{
internal class GameObjectPool
{
private readonly Transform _poolRoot;
private readonly GameObject _root;
private readonly Queue<InstantiateOperation> _cacheOperations;
private readonly bool _dontDestroy;
private readonly int _initCapacity;
@ -48,9 +48,10 @@ namespace UniFramework.Pooling
}
public GameObjectPool(GameObject poolRoot, string location, bool dontDestroy, int initCapacity, int maxCapacity, float destroyTime)
public GameObjectPool(GameObject poolingRoot, string location, bool dontDestroy, int initCapacity, int maxCapacity, float destroyTime)
{
_poolRoot = poolRoot.transform;
_root = new GameObject(location);
_root.transform.parent = poolingRoot.transform;
Location = location;
_dontDestroy = dontDestroy;
@ -73,7 +74,7 @@ namespace UniFramework.Pooling
// 创建初始对象
for (int i = 0; i < _initCapacity; i++)
{
var operation = AssetHandle.InstantiateAsync(_poolRoot);
var operation = AssetHandle.InstantiateAsync(_root.transform);
_cacheOperations.Enqueue(operation);
}
}
@ -88,11 +89,7 @@ namespace UniFramework.Pooling
AssetHandle = null;
// 销毁游戏对象
foreach (var operation in _cacheOperations)
{
if (operation.Result != null)
GameObject.Destroy(operation.Result);
}
GameObject.Destroy(_root);
_cacheOperations.Clear();
SpawnCount = 0;
@ -207,7 +204,7 @@ namespace UniFramework.Pooling
if (gameObj != null)
{
gameObj.SetActive(false);
gameObj.transform.SetParent(_poolRoot);
gameObj.transform.SetParent(_root.transform);
gameObj.transform.SetPositionAndRotation(Vector3.zero, Quaternion.identity);
}
}

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@ -1,5 +1,5 @@
{
"name": "UniSingleton",
"name": "UniFramework.Pooling",
"rootNamespace": "",
"references": [
"GUID:e34a5702dd353724aa315fb8011f08c3"

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@ -1,5 +1,5 @@
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@ -0,0 +1,16 @@
{
"name": "UniFramework.Singleton",
"rootNamespace": "",
"references": [
"GUID:e34a5702dd353724aa315fb8011f08c3"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": true,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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@ -0,0 +1,90 @@
# UniFramework.Tween
一个轻量级的补间动画系统。(扩展方便,使用灵活,功能强大)
初始化补间动画系统
```c#
using UnityEngine;
using UniFramework.Tween;
void Start()
{
// 初始化补间动画系统
UniTween.Initalize();
}
```
传统编程
```c#
void Start()
{
// 原地停留1秒然后向上移动停留1秒然后同时缩小并回归原位。
var tween = UniTween.AllocateSequence
(
UniTween.AllocateDelay(1f),
this.transform.TweenMove(0.5f, new Vector3(0, 256, 0)),
UniTween.AllocateDelay(1f),
UniTween.AllocateParallel
(
this.transform.TweenScaleTo(0.5f, new Vector3(0.2f, 0.2f, 1f)),
this.transform.TweenMove(0.5f, new Vector3(0, 0, 0))
)
);
this.gameObject.PlayTween(tween);
}
```
链式编程
```c#
void Start()
{
// 原地停留1秒然后向上移动停留1秒然后同时缩小并回归原位。
ITweenChain tween = UniTween.AllocateSequence();
tween.Delay(1f).
Append(this.transform.TweenMove(0.5f, new Vector3(0, 256, 0))).
Delay(1f).
SwitchToParallel().
Append(this.transform.TweenScaleTo(0.5f, new Vector3(0.2f, 0.2f, 1f))).
Append(this.transform.TweenMove(0.5f, new Vector3(0, 0, 0)));
this.gameObject.PlayTween(tween);
}
```
默认的公共补间方法一共有30种还可以使用AnimationCurve补充效果
```c#
public AnimationCurve EaseCurve;
public void PlayAnim()
{
var tween = this.transform.TweenScaleTo(1f, Vector3.zero).SetEase(EaseCurve);
UniTween.Play(tween);
}
```
扩展支持任意对象
```c#
// 扩展支持Image对象
public static class UnityEngine_UI_Image_Tween_Extension
{
public static ColorTween TweenColor(this Image obj, float duration, Color from, Color to)
{
ColorTween node = ColorTween.Allocate(duration, from, to);
node.SetOnUpdate((result) => { obj.color = result; });
return node;
}
public static ColorTween TweenColorTo(this Image obj, float duration, Color to)
{
return TweenColor(obj, duration, obj.color, to);
}
public static ColorTween TweenColorFrom(this Image obj, float duration, Color from)
{
return TweenColor(obj, duration, from, obj.color);
}
}
```

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namespace UniFramework.Tween
{
/// <summary>
/// 补间循环类型
/// </summary>
public enum ETweenLoop
{
/// <summary>
/// 只执行一次
/// </summary>
None,
/// <summary>
/// 从头执行
/// </summary>
Restart,
/// <summary>
/// 反复执行
/// </summary>
PingPong,
}
}

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namespace UniFramework.Tween
{
/// <summary>
/// 补间动画状态
/// </summary>
public enum ETweenStatus
{
/// <summary>
/// 空闲状态
/// </summary>
Idle,
/// <summary>
/// 运行中
/// </summary>
Runing,
/// <summary>
/// 已经完成
/// </summary>
Completed,
/// <summary>
/// 已被终止
/// </summary>
Abort,
}
}

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namespace UniFramework.Tween
{
public interface ITweenChain
{
ITweenChain Append(ITweenNode node);
}
}

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namespace UniFramework.Tween
{
public interface ITweenNode
{
/// <summary>
/// 节点状态
/// </summary>
ETweenStatus Status { get; }
void OnUpdate(float deltaTime);
void OnDispose();
void Abort();
}
}

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namespace UniFramework.Tween
{
public static partial class TweenChainExtension
{
/// <summary>
/// 执行节点
/// </summary>
public static ITweenChain Execute(this ITweenChain chain, System.Action execute)
{
return chain.Append(UniTween.AllocateExecute(execute));
}
/// <summary>
/// 条件等待节点
/// </summary>
public static ITweenChain Until(this ITweenChain chain, System.Func<bool> condition)
{
return chain.Append(UniTween.AllocateUntil(condition));
}
/// <summary>
/// 并行执行的复合节点
/// </summary>
public static ITweenChain AppendParallel(this ITweenChain chain, params ITweenNode[] nodes)
{
var node = UniTween.AllocateParallel(nodes);
chain.Append(node);
return chain;
}
/// <summary>
/// 顺序执行的复合节点
/// </summary>
public static ITweenChain AppendSequence(this ITweenChain chain, params ITweenNode[] nodes)
{
var node = UniTween.AllocateSequence(nodes);
chain.Append(node);
return chain;
}
/// <summary>
/// 随机执行的复合节点
/// </summary>
public static ITweenChain AppendSelector(this ITweenChain chain, params ITweenNode[] nodes)
{
var node = UniTween.AllocateSelector(nodes);
chain.Append(node);
return chain;
}
/// <summary>
/// 并行执行的复合节点
/// </summary>
public static ITweenChain SwitchToParallel(this ITweenChain chain, params ITweenNode[] nodes)
{
var node = UniTween.AllocateParallel(nodes);
chain.Append(node);
return node;
}
/// <summary>
/// 顺序执行的复合节点
/// </summary>
public static ITweenChain SwitchToSequence(this ITweenChain chain, params ITweenNode[] nodes)
{
var node = UniTween.AllocateSequence(nodes);
chain.Append(node);
return node;
}
/// <summary>
/// 随机执行的复合节点
/// </summary>
public static ITweenChain SwitchToSelector(this ITweenChain chain, params ITweenNode[] nodes)
{
var node = UniTween.AllocateSelector(nodes);
chain.Append(node);
return node;
}
/// <summary>
/// 延迟计时节点
/// </summary>
public static ITweenChain Delay(this ITweenChain chain, float delay, System.Action trigger = null)
{
return chain.Append(UniTween.AllocateDelay(delay, trigger));
}
/// <summary>
/// 重复计时节点
/// 注意:该节点为无限时长
/// </summary>
public static ITweenChain Repeat(this ITweenChain chain, float delay, float interval, System.Action trigger = null)
{
return chain.Append(UniTween.AllocateRepeat(delay, interval, trigger));
}
/// <summary>
/// 重复计时节点
/// </summary>
public static ITweenChain Repeat(this ITweenChain chain, float delay, float interval, float duration, System.Action trigger = null)
{
return chain.Append(UniTween.AllocateRepeat(delay, interval, duration, trigger));
}
/// <summary>
/// 重复计时节点
/// </summary>
public static ITweenChain Repeat(this ITweenChain chain, float delay, float interval, long maxRepeatCount, System.Action trigger = null)
{
return chain.Append(UniTween.AllocateRepeat(delay, interval, maxRepeatCount, trigger));
}
/// <summary>
/// 持续计时节点
/// </summary>
public static ITweenChain Duration(this ITweenChain chain, float delay, float duration, System.Action trigger = null)
{
return chain.Append(UniTween.AllocateDuration(delay, duration, trigger));
}
}
}

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//--------------------------------------------------
// Author : David Ochmann
// Websitehttps://easings.net/
//--------------------------------------------------
using System;
namespace UniFramework.Tween
{
/// <summary>
/// 公共补间方法
/// </summary>
public static class TweenEase
{
public static class Linear
{
public static float Default(float t, float b, float c, float d)
{
return c * t / d + b;
}
public static float EaseIn(float t, float b, float c, float d)
{
return c * t / d + b;
}
public static float EaseOut(float t, float b, float c, float d)
{
return c * t / d + b;
}
public static float EaseInOut(float t, float b, float c, float d)
{
return c * t / d + b;
}
}
public static class Sine
{
public static float EaseIn(float t, float b, float c, float d)
{
return -c * (float)Math.Cos(t / d * ((float)Math.PI / 2)) + c + b;
}
public static float EaseOut(float t, float b, float c, float d)
{
return c * (float)Math.Sin(t / d * ((float)Math.PI / 2)) + b;
}
public static float EaseInOut(float t, float b, float c, float d)
{
return -c / 2f * ((float)Math.Cos((float)Math.PI * t / d) - 1) + b;
}
}
public static class Quad
{
public static float EaseIn(float t, float b, float c, float d)
{
return c * (t /= d) * t + b;
}
public static float EaseOut(float t, float b, float c, float d)
{
return -c * (t /= d) * (t - 2) + b;
}
public static float EaseInOut(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;
}
}
public static class Cubic
{
public static float EaseIn(float t, float b, float c, float d)
{
return c * (t /= d) * t * t + b;
}
public static float EaseOut(float t, float b, float c, float d)
{
return c * ((t = t / d - 1) * t * t + 1) + b;
}
public static float EaseInOut(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;
}
}
public static class Quart
{
public static float EaseIn(float t, float b, float c, float d)
{
return c * (t /= d) * t * t * t + b;
}
public static float EaseOut(float t, float b, float c, float d)
{
return -c * ((t = t / d - 1) * t * t * t - 1) + b;
}
public static float EaseInOut(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;
}
}
public static class Quint
{
public static float EaseIn(float t, float b, float c, float d)
{
return c * (t /= d) * t * t * t * t + b;
}
public static float EaseOut(float t, float b, float c, float d)
{
return c * ((t = t / d - 1) * t * t * t * t + 1) + b;
}
public static float EaseInOut(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;
}
}
public static class Expo
{
public static float EaseIn(float t, float b, float c, float d)
{
return (t == 0) ? b : c * (float)Math.Pow(2, 10 * (t / d - 1)) + b;
}
public static float EaseOut(float t, float b, float c, float d)
{
return (t == d) ? b + c : c * (-(float)Math.Pow(2, -10 * t / d) + 1) + b;
}
public static float EaseInOut(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 * (float)Math.Pow(2, 10 * (t - 1)) + b;
return c / 2 * (-(float)Math.Pow(2, -10 * --t) + 2) + b;
}
}
public static class Circ
{
public static float EaseIn(float t, float b, float c, float d)
{
return -c * ((float)Math.Sqrt(1 - (t /= d) * t) - 1) + b;
}
public static float EaseOut(float t, float b, float c, float d)
{
return c * (float)Math.Sqrt(1 - (t = t / d - 1) * t) + b;
}
public static float EaseInOut(float t, float b, float c, float d)
{
if ((t /= d / 2) < 1) return -c / 2 * ((float)Math.Sqrt(1 - t * t) - 1) + b;
return c / 2 * ((float)Math.Sqrt(1 - (t -= 2) * t) + 1) + b;
}
}
public static class Back
{
public static float EaseIn(float t, float b, float c, float d)
{
float s = 1.70158f;
return c * (t /= d) * t * ((s + 1) * t - s) + b;
}
public static float EaseOut(float t, float b, float c, float d)
{
float s = 1.70158f;
return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;
}
public static float EaseInOut(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;
}
}
public static class Elastic
{
public static float EaseIn(float t, float b, float c, float d)
{
if (t == 0) return b; if ((t /= d) == 1) return b + c; float p = d * .3f;
float a = c;
float s = p / 4;
return -(a * (float)Math.Pow(2, 10 * (t -= 1)) * (float)Math.Sin((t * d - s) * (2 * (float)Math.PI) / p)) + b;
}
public static float EaseOut(float t, float b, float c, float d)
{
if (t == 0) return b; if ((t /= d) == 1) return b + c; float p = d * .3f;
float a = c;
float s = p / 4;
return (a * (float)Math.Pow(2, -10 * t) * (float)Math.Sin((t * d - s) * (2 * (float)Math.PI) / p) + c + b);
}
public static float EaseInOut(float t, float b, float c, float d)
{
if (t == 0) return b; if ((t /= d / 2) == 2) return b + c; float p = d * (.3f * 1.5f);
float a = c;
float s = p / 4;
if (t < 1) return -.5f * (a * (float)Math.Pow(2, 10 * (t -= 1)) * (float)Math.Sin((t * d - s) * (2 * (float)Math.PI) / p)) + b;
return a * (float)Math.Pow(2, -10 * (t -= 1)) * (float)Math.Sin((t * d - s) * (2 * (float)Math.PI) / p) * .5f + c + b;
}
}
public static class Bounce
{
public static float EaseIn(float t, float b, float c, float d)
{
return c - Bounce.EaseOut(d - t, 0, c, d) + b;
}
public static float EaseOut(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 + .75f) + b;
}
else if (t < (2.5f / 2.75f))
{
return c * (7.5625f * (t -= (2.25f / 2.75f)) * t + .9375f) + b;
}
else
{
return c * (7.5625f * (t -= (2.625f / 2.75f)) * t + .984375f) + b;
}
}
public static float EaseInOut(float t, float b, float c, float d)
{
if (t < d / 2) return Bounce.EaseIn(t * 2, 0, c, d) * .5f + b;
else return Bounce.EaseOut(t * 2 - d, 0, c, d) * .5f + c * .5f + b;
}
}
}
}

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using UniFramework.Tween;
namespace UnityEngine
{
public static class UnityEngine_CanvasGroup_Tween_Extension
{
public static FloatTween TweenAlpha(this CanvasGroup obj, float duration, float from, float to)
{
FloatTween node = FloatTween.Allocate(duration, from, to);
node.SetOnUpdate((result) => { obj.alpha = result; });
return node;
}
public static FloatTween TweenAlphaTo(this CanvasGroup obj, float duration, float to)
{
return TweenAlpha(obj, duration, obj.alpha, to);
}
public static FloatTween TweenAlphaFrom(this CanvasGroup obj, float duration, float from)
{
return TweenAlpha(obj, duration, from, obj.alpha);
}
}
}

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using UniFramework.Tween;
namespace UnityEngine
{
public static class UnityEngine_GameObject_Tween_Extension
{
/// <summary>
/// 播放补间动画
/// </summary>
public static TweenHandle PlayTween(this GameObject go, ITweenNode tweenRoot)
{
return UniTween.Play(tweenRoot, go);
}
/// <summary>
/// 播放补间动画
/// </summary>
public static TweenHandle PlayTween(this GameObject go, ITweenChain tweenRoot)
{
return UniTween.Play(tweenRoot, go);
}
/// <summary>
/// 播放补间动画
/// </summary>
public static TweenHandle PlayTween(this GameObject go, ChainNode tweenRoot)
{
return UniTween.Play(tweenRoot, go);
}
}
}

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using UniFramework.Tween;
namespace UnityEngine
{
public static class UnityEngine_RectTransform_Tween_Extension
{
public static Vector2Tween TweenAnchoredPosition(this RectTransform obj, float duration, Vector2 from, Vector2 to)
{
Vector2Tween node = Vector2Tween.Allocate(duration, from, to);
node.SetOnUpdate(
(result) =>
{
obj.anchoredPosition = result;
});
return node;
}
public static Vector2Tween TweenAnchoredPositionTo(this RectTransform obj, float duration, Vector2 to)
{
return TweenAnchoredPosition(obj, duration, obj.anchoredPosition, to);
}
public static Vector2Tween TweenAnchoredPositionFrom(this RectTransform obj, float duration, Vector2 from)
{
return TweenAnchoredPosition(obj, duration, from, obj.anchoredPosition);
}
}
}

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using UniFramework.Tween;
namespace UnityEngine
{
public static class UnityEngine_Transform_Tween_Extension
{
public static Vector3Tween TweenScale(this Transform obj, float duration, Vector3 from, Vector3 to)
{
Vector3Tween node = Vector3Tween.Allocate(duration, from, to);
node.SetOnUpdate((result) => { obj.localScale = result; });
return node;
}
public static Vector3Tween TweenScaleTo(this Transform obj, float duration, Vector3 to)
{
return TweenScale(obj, duration, obj.localScale, to);
}
public static Vector3Tween TweenScaleFrom(this Transform obj, float duration, Vector3 from)
{
return TweenScale(obj, duration, from, obj.localScale);
}
public static Vector3Tween ShakePosition(this Transform obj, float duration, Vector3 magnitude, bool relativeWorld = false)
{
Vector3 position = relativeWorld ? obj.position : obj.localPosition;
Vector3Tween node = Vector3Tween.Allocate(duration, position, position);
node.SetOnUpdate(
(result) =>
{
if (relativeWorld)
obj.position = result;
else
obj.localPosition = result;
});
node.SetLerp(
(from, to, progress) =>
{
return TweenMath.Shake(magnitude, from, progress);
});
node.SetLoop(ETweenLoop.PingPong, 1);
return node;
}
public static Vector3Tween TweenMove(this Transform obj, float duration, Vector3 dest, bool relativeWorld = false)
{
Vector3Tween node = Vector3Tween.Allocate(duration, dest, dest);
node.SetOnUpdate(
(result) =>
{
if (relativeWorld)
obj.position = result;
else
obj.localPosition = result;
});
node.SetOnBegin(
() =>
{
if (relativeWorld)
node.SetValueFrom(obj.position);
else
node.SetValueFrom(obj.localPosition);
}
);
return node;
}
public static Vector3Tween TweenPosition(this Transform obj, float duration, Vector3 from, Vector3 to, bool relativeWorld = false)
{
Vector3Tween node = Vector3Tween.Allocate(duration, from, to);
node.SetOnUpdate(
(result) =>
{
if (relativeWorld)
obj.position = result;
else
obj.localPosition = result;
});
return node;
}
public static Vector3Tween TweenPositionTo(this Transform obj, float duration, Vector3 to, bool relativeWorld = false)
{
Vector3 from = relativeWorld ? obj.position : obj.localPosition;
return TweenPosition(obj, duration, from, to, relativeWorld);
}
public static Vector3Tween TweenPositionFrom(this Transform obj, float duration, Vector3 from, bool relativeWorld = false)
{
Vector3 to = relativeWorld ? obj.position : obj.localPosition;
return TweenPosition(obj, duration, from, to, relativeWorld);
}
public static Vector3Tween TweenAngles(this Transform obj, float duration, Vector3 from, Vector3 to, bool relativeWorld = false)
{
Vector3Tween node = Vector3Tween.Allocate(duration, from, to);
node.SetOnUpdate(
(result) =>
{
if (relativeWorld)
obj.eulerAngles = result;
else
obj.localEulerAngles = result;
});
node.SetLerp(TweenMath.AngleLerp);
return node;
}
public static Vector3Tween TweenAnglesTo(this Transform obj, float duration, Vector3 to, bool relativeWorld = false)
{
Vector3 from = relativeWorld ? obj.eulerAngles : obj.localEulerAngles;
return TweenAngles(obj, duration, from, to, relativeWorld);
}
public static Vector3Tween TweenAnglesFrom(this Transform obj, float duration, Vector3 from, bool relativeWorld = false)
{
Vector3 to = relativeWorld ? obj.eulerAngles : obj.localEulerAngles;
return TweenAngles(obj, duration, from, to, relativeWorld);
}
public static QuaternionTween TweenRotation(this Transform obj, float duration, Quaternion from, Quaternion to, bool relativeWorld = false)
{
QuaternionTween node = QuaternionTween.Allocate(duration, from, to);
node.SetOnUpdate(
(result) =>
{
if (relativeWorld)
obj.rotation = result;
else
obj.localRotation = result;
});
return node;
}
public static QuaternionTween TweenRotationTo(this Transform obj, float duration, Quaternion to, bool relativeWorld = false)
{
Quaternion from = relativeWorld ? obj.rotation : obj.localRotation;
return TweenRotation(obj, duration, from, to, relativeWorld);
}
public static QuaternionTween TweenRotationFrom(this Transform obj, float duration, Quaternion from, bool relativeWorld = false)
{
Quaternion to = relativeWorld ? obj.rotation : obj.localRotation;
return TweenRotation(obj, duration, from, to, relativeWorld);
}
}
}

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using UniFramework.Tween;
namespace UnityEngine.UI
{
public static class UnityEngine_UI_Image_Tween_Extension
{
public static ColorTween TweenColor(this Image obj, float duration, Color from, Color to)
{
ColorTween node = ColorTween.Allocate(duration, from, to);
node.SetOnUpdate((result) => { obj.color = result; });
return node;
}
public static ColorTween TweenColorTo(this Image obj, float duration, Color to)
{
return TweenColor(obj, duration, obj.color, to);
}
public static ColorTween TweenColorFrom(this Image obj, float duration, Color from)
{
return TweenColor(obj, duration, from, obj.color);
}
}
}

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using UniFramework.Tween;
namespace UnityEngine.UI
{
public static class UnityEngine_UI_Text_Tween_Extension
{
public static ColorTween TweenColor(this Text obj, float duration, Color from, Color to)
{
ColorTween node = ColorTween.Allocate(duration, from, to);
node.SetOnUpdate((result) => { obj.color = result; });
return node;
}
public static ColorTween TweenColorTo(this Text obj, float duration, Color to)
{
return TweenColor(obj, duration, obj.color, to);
}
public static ColorTween TweenColorFrom(this Text obj, float duration, Color from)
{
return TweenColor(obj, duration, from, obj.color);
}
}
}

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namespace UniFramework.Tween
{
/// <summary>
/// 补间动画句柄
/// </summary>
public class TweenHandle
{
private readonly ITweenNode _tweenRoot;
private readonly UnityEngine.Object _unityObject;
private readonly bool _safeMode;
private bool _hasException = false;
internal int InstanceID { private set; get; }
private TweenHandle()
{
}
internal TweenHandle(ITweenNode tweenRoot, UnityEngine.Object unityObject)
{
_tweenRoot = tweenRoot;
_unityObject = unityObject;
if (unityObject == null)
{
InstanceID = 0;
_safeMode = false;
}
else
{
InstanceID = unityObject.GetInstanceID();
_safeMode = true;
}
}
internal void Update(float deltaTime)
{
try
{
_tweenRoot.OnUpdate(deltaTime);
}
catch (System.Exception e)
{
_hasException = true;
UniLogger.Warning($"TweenNode has exception : {e}");
}
}
internal void Dispose()
{
try
{
_tweenRoot.OnDispose();
}
catch(System.Exception e)
{
UniLogger.Warning($"TweenNode has exception : {e}");
}
}
internal bool IsCanRemove()
{
// 检测游戏对象是否销毁
if (_safeMode)
{
if (_unityObject == null)
{
_tweenRoot.Abort();
return true;
}
}
// 检测运行过程是否发生异常
if (_hasException)
{
_tweenRoot.Abort();
return true;
}
if (_tweenRoot.Status == ETweenStatus.Abort || _tweenRoot.Status == ETweenStatus.Completed)
return true;
else
return false;
}
/// <summary>
/// 终止补间动画
/// </summary>
public void Abort()
{
_tweenRoot.Abort();
}
}
}

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using UnityEngine;
namespace UniFramework.Tween
{
public static class TweenMath
{
/// <summary>
/// 角度插值
/// </summary>
public static Vector3 AngleLerp(Vector3 from, Vector3 to, float progress)
{
float x = Mathf.LerpAngle(from.x, to.x, progress);
float y = Mathf.LerpAngle(from.y, to.y, progress);
float z = Mathf.LerpAngle(from.z, to.z, progress);
Vector3 result = new Vector3(x, y, z);
return result;
}
/// <summary>
/// 二阶贝塞尔曲线
/// </summary>
public static Vector3 QuadBezier(Vector3 p1, Vector3 c, Vector3 p2, float progress)
{
float t = progress;
float d = 1f - t;
return d * d * p1 + 2f * d * t * c + t * t * p2;
}
/// <summary>
/// 三阶贝塞尔曲线
/// </summary>
public static Vector3 CubicBezier(Vector3 p1, Vector3 c1, Vector3 c2, Vector3 p2, float progress)
{
float t = progress;
float d = 1f - t;
return d * d * d * p1 + 3f * d * d * t * c1 + 3f * d * t * t * c2 + t * t * t * p2;
}
/// <summary>
/// 样条曲线
/// </summary>
public static Vector3 CatmullRoom(Vector3 c1, Vector3 p1, Vector3 p2, Vector3 c2, float progress)
{
float t = progress;
return .5f *
(
(-c1 + 3f * p1 - 3f * p2 + c2) * (t * t * t)
+ (2f * c1 - 5f * p1 + 4f * p2 - c2) * (t * t)
+ (-c1 + p2) * t
+ 2f * p1
);
}
/// <summary>
/// 震动采样
/// </summary>
public static Vector3 Shake(Vector3 magnitude, Vector3 position, float progress)
{
float x = Random.Range(-magnitude.x, magnitude.x) * progress;
float y = Random.Range(-magnitude.y, magnitude.y) * progress;
float z = Random.Range(-magnitude.z, magnitude.z) * progress;
return position + new Vector3(x, y, z);
}
}
}

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