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TextFx-Ease Function(徐动函数)

2014-01-14 
TextFx-Ease Function(缓动函数)public enum Method{Linear,EaseIn,EaseOut,EaseInOut,BounceIn,BounceOut

TextFx-Ease Function(缓动函数)
public enum Method{Linear,EaseIn,EaseOut,EaseInOut,BounceIn,BounceOut,QuadEaseOut, QuadEaseIn, QuadEaseInOut, QuadEaseOutIn, //新增40种动画效果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:

        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:

        /* 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;elsereturn 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;elsereturn 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

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小结:

? ? ? ?首先,非常感谢TextFx的作者,然后 TextFx 的插件真的很棒,实用又简单,而不会华而不实。在UITweener的文章中也对缓动函数有介绍,贴出其中30种的轨迹图,会更加直观。此文是为了大家能够检索到需要的内容。

? ? ? ?在UITweener的文末附上了30中缓动曲线的图形,感觉有点不够动态,参考①中给出的效果会更好些,更容易理解和体会。』

? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? 增补于 2014,1,14 ?9:25

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如果您对D.S.Qiu有任何建议或意见可以在文章后面评论,或者发邮件(gd.s.qiu@gmail.com)交流,您的鼓励和支持是我前进的动力,希望能有更多更好的分享。

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?

?参考:

①robertpenner.com:?http://www.robertpenner.com/easing/easing_demo.html

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