2023-03-03 16:46:54 +08:00
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using System;
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2023-03-02 16:26:49 +08:00
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace SHADE_Scripting.UI
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{
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public enum EASING_METHOD
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{
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EASE_IN_SINE,
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EASE_OUT_SINE,
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EASE_OUT_BOUNCE,
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EASE_IN_BOUNCE,
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EASE_INOUT_BOUNCE
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}
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public static class EasingHelper
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{
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public static float EaseHelp(float value, EASING_METHOD method)
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{
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switch (method)
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{
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case EASING_METHOD.EASE_IN_SINE:
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{
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return EaseInSine(value);
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}break;
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case EASING_METHOD.EASE_OUT_SINE:
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{
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return EaseOutSine(value);
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}break;
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case EASING_METHOD.EASE_OUT_BOUNCE:
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{
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return EaseOutBounce(value);
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}break;
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case EASING_METHOD.EASE_IN_BOUNCE:
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{
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return EaseInBounce(value);
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}
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break;
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case EASING_METHOD.EASE_INOUT_BOUNCE:
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{
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return EaseInOutBounce(value);
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}
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break;
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default:
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return 0.0f;
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}
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}
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private static float EaseInSine(float value)
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{
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2023-03-03 16:46:54 +08:00
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return (float)(1.0f - Math.Cos((value * Math.PI / 2.0f)));
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2023-03-02 16:26:49 +08:00
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}
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private static float EaseOutSine(float value)
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{
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2023-03-03 16:46:54 +08:00
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return (float)(Math.Sin(value * Math.PI / 2.0f));
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2023-03-02 16:26:49 +08:00
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}
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private static float EaseOutBounce(float value)
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{
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const float n1 = 7.5625f;
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const float d1 = 2.75f;
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if (value < 1.0f / d1)
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{
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return n1 * value * value;
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} else if (value < 2.0f / d1)
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{
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return n1 * (value -= 2.25f / d1) * value + 0.9375f;
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}
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else
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{
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return n1 * (value -= 2.625f / d1) * value + 0.984375f;
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}
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}
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private static float EaseInBounce(float value)
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{
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return 1 - EaseOutBounce(1 - value);
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}
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private static float EaseInOutBounce(float value)
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{
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return (value < 0.5f)
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?(1.0f - EaseOutBounce(1.0f - 2.0f * value)) / 2.0f
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: (1.0f + EaseOutBounce(2.0f * value - 1.0f)) / 2.0f;
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}
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}
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}
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