NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/UI/Tween/UIMotionTween.cs

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// UIMotionTween.cs
// 控制 UI 的位移动画和透明度渐变动画。
// - 位移:在两个锚点之间按 AnimationCurve 插值(支持本地坐标偏移)
// - 渐变:另一条 AnimationCurve 驱动当前 GameObject 下所有 Graphic 的 alpha
// 两条动画可独立启用,共用同一个时长和播放控制。
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace NLD.UI
{
public class UIMotionTween : MonoBehaviour
{
// ── 通用设置 ──────────────────────────────────────────────────
[Header("通用")]
[Tooltip("动画总时长(秒)")]
public float duration = 0.5f;
[Tooltip("启动时自动播放")]
public bool playOnEnable = true;
[Tooltip("播放结束后是否循环")]
public bool loop = false;
// ── 位移设置 ──────────────────────────────────────────────────
[Header("位移")]
[Tooltip("是否启用位移动画")]
public bool enableMove = true;
[Tooltip("起点(本地坐标偏移,相对于 RectTransform 的初始 anchoredPosition")]
public Vector2 fromOffset = new Vector2(0f, -50f);
[Tooltip("终点(本地坐标偏移,相对于 RectTransform 的初始 anchoredPosition")]
public Vector2 toOffset = Vector2.zero;
[Tooltip("位移曲线X 轴为归一化时间(0-1)Y 轴为插值进度(0-1)。\n" +
"用曲线形态控制运动快慢/弹性等动态效果。")]
public AnimationCurve moveCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
// ── 渐变设置 ──────────────────────────────────────────────────
[Header("渐变")]
[Tooltip("是否启用透明度渐变")]
public bool enableFade = true;
[Tooltip("渐变曲线X 轴为归一化时间(0-1)Y 轴为 alpha 值(0-1)。\n" +
"影响此 GameObject 下所有 Graphic 组件的 color.a。")]
public AnimationCurve fadeCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
[Tooltip("不参与透明度渐变的根节点:自身及子物体上的 Graphic 均不随动画改 alpha\n" +
"也不参与「初始透明」与 OnDisable 时的清零。")]
[SerializeField]
private List<GameObject> excludeAlphaRoots = new List<GameObject>();
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// ── 内部状态 ──────────────────────────────────────────────────
public bool IsPlaying => _isPlaying;
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private RectTransform _rectTransform;
private Vector2 _basePosition;
private float _elapsed;
private bool _isPlaying;
// 缓存子级所有 Graphic避免每帧 GetComponentsInChildren
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private readonly List<Graphic> _graphics = new List<Graphic>();
// 对应每个 Graphic 在 CacheGraphics 时记录的原始 alpha渐变目标值
private readonly List<float> _originalAlphas = new List<float>();
private readonly List<Graphic> _graphicsScanBuffer = new List<Graphic>();
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// ── 生命周期 ──────────────────────────────────────────────────
private void Awake()
{
_rectTransform = GetComponent<RectTransform>();
if (_rectTransform == null)
{
Debug.LogWarning("[UIMotionTween] 未找到 RectTransform位移功能将不生效。", this);
}
else
{
_basePosition = _rectTransform.anchoredPosition;
}
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}
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private void Start()
{
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CacheGraphics();
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SetAllTransparent();
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}
private void OnEnable()
{
if (playOnEnable)
Play();
}
private void OnDisable()
{
_isPlaying = false;
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SetAllTransparent();
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}
private void Update()
{
if (!_isPlaying) return;
_elapsed += Time.deltaTime;
float t = duration > 0f ? Mathf.Clamp01(_elapsed / duration) : 1f;
ApplyMove(t);
ApplyFade(t);
if (t >= 1f)
{
if (loop)
_elapsed = 0f;
else
_isPlaying = false;
}
}
// ── 公开接口 ──────────────────────────────────────────────────
/// <summary>
/// 更新初始位置 安全区节点在awake之后更新
/// </summary>
public void UpdateBasePosition()
{
if (_rectTransform != null)
{
_basePosition = _rectTransform.anchoredPosition;
}
}
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/// <summary>从头开始播放动画。</summary>
public void Play()
{
_elapsed = 0f;
_isPlaying = true;
enabled = true;
}
/// <summary>从头开始反向播放(终点→起点)。</summary>
public void PlayReverse()
{
_elapsed = duration;
_isPlaying = true;
enabled = true;
}
/// <summary>暂停动画,保持当前状态。</summary>
public void Pause() => _isPlaying = false;
/// <summary>继续播放(从暂停处恢复)。</summary>
public void Resume() => _isPlaying = true;
/// <summary>停止并重置到起始状态t=0。</summary>
public void Stop()
{
_isPlaying = false;
_elapsed = 0f;
ApplyMove(0f);
ApplyFade(0f);
}
/// <summary>手动跳转到指定归一化时间0-1。</summary>
public void SetProgress(float normalizedTime)
{
_elapsed = Mathf.Clamp01(normalizedTime) * duration;
float t = Mathf.Clamp01(normalizedTime);
ApplyMove(t);
ApplyFade(t);
}
/// <summary>重新扫描子级 Graphic 列表(动态增删子节点后调用)。</summary>
public void CacheGraphics()
{
_graphics.Clear();
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_originalAlphas.Clear();
_graphicsScanBuffer.Clear();
GetComponentsInChildren(true, _graphicsScanBuffer);
foreach (var g in _graphicsScanBuffer)
{
if (g == null) continue;
if (IsGraphicUnderAlphaExclude(g)) continue;
_graphics.Add(g);
_originalAlphas.Add(g.color.a);
}
}
/// <summary>
/// 是否位于「排除 alpha」根节点之下含根节点自身上的 Graphic
/// </summary>
private bool IsGraphicUnderAlphaExclude(Graphic graphic)
{
if (excludeAlphaRoots == null || excludeAlphaRoots.Count == 0) return false;
var t = graphic.transform;
foreach (var root in excludeAlphaRoots)
{
if (root == null) continue;
var r = root.transform;
if (t == r || t.IsChildOf(r)) return true;
}
return false;
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}
// ── 内部实现 ──────────────────────────────────────────────────
private void ApplyMove(float t)
{
if (!enableMove || _rectTransform == null) return;
float curveValue = moveCurve.Evaluate(t);
_rectTransform.anchoredPosition = _basePosition + Vector2.LerpUnclamped(fromOffset, toOffset, curveValue);
}
private void ApplyFade(float t)
{
if (!enableFade) return;
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float progress = fadeCurve.Evaluate(t);
for (int i = 0; i < _graphics.Count; i++)
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{
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var graphic = _graphics[i];
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if (graphic == null) continue;
Color c = graphic.color;
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c.a = progress * _originalAlphas[i];
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graphic.color = c;
}
}
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/// <summary>将所有 Graphic 设置为完全透明。</summary>
private void SetAllTransparent()
{
for (int i = 0; i < _graphics.Count; i++)
{
var graphic = _graphics[i];
if (graphic == null) continue;
Color c = graphic.color;
c.a = 0f;
graphic.color = c;
}
}
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// 判断该 Graphic 是否应跳过渐变:
// Image - 未设置 Sprite或使用了 Unity 内置默认 SpriteGUID 全零)
// RawImage - 未设置 Texture
private static bool ShouldSkipFade(Graphic graphic)
{
if (graphic is Image img)
{
if (img.sprite == null) return true;
// Unity 内置 Sprite 的名称(来自 Resources/unity_builtin_extra
string n = img.sprite.name;
return n == "UISprite" ||
n == "Background" ||
n == "InputFieldBackground" ||
n == "Knob" ||
n == "Checkmark" ||
n == "DropdownArrow" ||
n == "UIMask";
}
if (graphic is RawImage raw)
{
return raw.texture == null;
}
return false;
}
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#if UNITY_EDITOR
private void OnValidate()
{
// Inspector 修改参数时实时预览Edit Mode
if (!Application.isPlaying) return;
if (_rectTransform == null) return;
float t = duration > 0f ? Mathf.Clamp01(_elapsed / duration) : 1f;
ApplyMove(t);
ApplyFade(t);
}
#endif
}
}