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- /**
- * The MIT License (MIT)
- *
- * Copyright (c) 2012-2017 DragonBones team and other contributors
- *
- * Permission is hereby granted, free of charge, to any person obtaining a copy of
- * this software and associated documentation files (the "Software"), to deal in
- * the Software without restriction, including without limitation the rights to
- * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
- * the Software, and to permit persons to whom the Software is furnished to do so,
- * subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in all
- * copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
- * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
- * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
- * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
- using System;
- using System.Collections.Generic;
- namespace DragonBones
- {
- /// <summary>
- /// - Worldclock provides clock support for animations, advance time for each IAnimatable object added to the instance.
- /// </summary>
- /// <see cref="DragonBones.IAnimateble"/>
- /// <see cref="DragonBones.Armature"/>
- /// <version>DragonBones 3.0</version>
- /// <language>en_US</language>
- /// <summary>
- /// - WorldClock 对动画提供时钟支持,为每个加入到该实例的 IAnimatable 对象更新时间。
- /// </summary>
- /// <see cref="DragonBones.IAnimateble"/>
- /// <see cref="DragonBones.Armature"/>
- /// <version>DragonBones 3.0</version>
- /// <language>zh_CN</language>
- public class WorldClock : IAnimatable
- {
- /// <summary>
- /// - Current time. (In seconds)
- /// </summary>
- /// <version>DragonBones 3.0</version>
- /// <language>en_US</language>
- /// <summary>
- /// - 当前的时间。 (以秒为单位)
- /// </summary>
- /// <version>DragonBones 3.0</version>
- /// <language>zh_CN</language>
- public float time = 0.0f;
- /// <summary>
- /// - The play speed, used to control animation speed-shift play.
- /// [0: Stop play, (0~1): Slow play, 1: Normal play, (1~N): Fast play]
- /// </summary>
- /// <default>1.0</default>
- /// <version>DragonBones 3.0</version>
- /// <language>en_US</language>
- /// <summary>
- /// - 播放速度,用于控制动画变速播放。
- /// [0: 停止播放, (0~1): 慢速播放, 1: 正常播放, (1~N): 快速播放]
- /// </summary>
- /// <default>1.0</default>
- /// <version>DragonBones 3.0</version>
- /// <language>zh_CN</language>
- public float timeScale = 1.0f;
- private float _systemTime = 0.0f;
- private readonly List<IAnimatable> _animatebles = new List<IAnimatable>();
- private WorldClock _clock = null;
- /// <summary>
- /// - Creating a Worldclock instance. Typically, you do not need to create Worldclock instance.
- /// When multiple Worldclock instances are running at different speeds, can achieving some specific animation effects, such as bullet time.
- /// </summary>
- /// <version>DragonBones 3.0</version>
- /// <language>en_US</language>
- /// <summary>
- /// - 创建一个 WorldClock 实例。通常并不需要创建 WorldClock 实例。
- /// 当多个 WorldClock 实例使用不同的速度运行时,可以实现一些特殊的动画效果,比如子弹时间等。
- /// </summary>
- /// <version>DragonBones 3.0</version>
- /// <language>zh_CN</language>
- public WorldClock(float time = -1.0f)
- {
- this.time = time;
- this._systemTime = DateTime.Now.Ticks * 0.01f * 0.001f;
- }
- /// <summary>
- /// - Advance time for all IAnimatable instances.
- /// </summary>
- /// <param name="passedTime">- Passed time. [-1: Automatically calculates the time difference between the current frame and the previous frame, [0~N): Passed time] (In seconds)</param>
- /// <version>DragonBones 3.0</version>
- /// <language>en_US</language>
- /// <summary>
- /// - 为所有的 IAnimatable 实例更新时间。
- /// </summary>
- /// <param name="passedTime">- 前进的时间。 [-1: 自动计算当前帧与上一帧的时间差, [0~N): 前进的时间] (以秒为单位)</param>
- /// <version>DragonBones 3.0</version>
- /// <language>zh_CN</language>
- public void AdvanceTime(float passedTime)
- {
- if (float.IsNaN(passedTime))
- {
- passedTime = 0.0f;
- }
- var currentTime = DateTime.Now.Ticks * 0.01f * 0.001f;
- if (passedTime < 0.0f)
- {
- passedTime = currentTime - this._systemTime;
- }
- this._systemTime = currentTime;
- if (this.timeScale != 1.0f)
- {
- passedTime *= this.timeScale;
- }
- if (passedTime == 0.0f)
- {
- return;
- }
- if (passedTime < 0.0f)
- {
- this.time -= passedTime;
- }
- else
- {
- this.time += passedTime;
- }
- int i = 0, r = 0, l = _animatebles.Count;
- for (; i < l; ++i)
- {
- var animateble = _animatebles[i];
- if (animateble != null)
- {
- if (r > 0)
- {
- _animatebles[i - r] = animateble;
- _animatebles[i] = null;
- }
- animateble.AdvanceTime(passedTime);
- }
- else
- {
- r++;
- }
- }
- if (r > 0)
- {
- l = _animatebles.Count;
- for (; i < l; ++i)
- {
- var animateble = _animatebles[i];
- if (animateble != null)
- {
- _animatebles[i - r] = animateble;
- }
- else
- {
- r++;
- }
- }
- _animatebles.ResizeList(l - r, null);
- }
- }
- /// <summary>
- /// - Check whether contains a specific instance of IAnimatable.
- /// </summary>
- /// <param name="value">- The IAnimatable instance.</param>
- /// <version>DragonBones 3.0</version>
- /// <language>en_US</language>
- /// <summary>
- /// - 检查是否包含特定的 IAnimatable 实例。
- /// </summary>
- /// <param name="value">- IAnimatable 实例。</param>
- /// <version>DragonBones 3.0</version>
- /// <language>zh_CN</language>
- public bool Contains(IAnimatable value)
- {
- if (value == this)
- {
- return false;
- }
- IAnimatable ancestor = value;
- while (ancestor != this && ancestor != null)
- {
- ancestor = ancestor.clock;
- }
- return ancestor == this;
- }
- /// <summary>
- /// - Add IAnimatable instance.
- /// </summary>
- /// <param name="value">- The IAnimatable instance.</param>
- /// <version>DragonBones 3.0</version>
- /// <language>en_US</language>
- /// <summary>
- /// - 添加 IAnimatable 实例。
- /// </summary>
- /// <param name="value">- IAnimatable 实例。</param>
- /// <version>DragonBones 3.0</version>
- /// <language>zh_CN</language>
- public void Add(IAnimatable value)
- {
- if (value != null && !_animatebles.Contains(value))
- {
- _animatebles.Add(value);
- value.clock = this;
- }
- }
- /// <summary>
- /// - Removes a specified IAnimatable instance.
- /// </summary>
- /// <param name="value">- The IAnimatable instance.</param>
- /// <version>DragonBones 3.0</version>
- /// <language>en_US</language>
- /// <summary>
- /// - 移除特定的 IAnimatable 实例。
- /// </summary>
- /// <param name="value">- IAnimatable 实例。</param>
- /// <version>DragonBones 3.0</version>
- /// <language>zh_CN</language>
- public void Remove(IAnimatable value)
- {
- var index = _animatebles.IndexOf(value);
- if (index >= 0)
- {
- _animatebles[index] = null;
- value.clock = null;
- }
- }
- /// <summary>
- /// - Clear all IAnimatable instances.
- /// </summary>
- /// <version>DragonBones 3.0</version>
- /// <language>en_US</language>
- /// <summary>
- /// - 清除所有的 IAnimatable 实例。
- /// </summary>
- /// <version>DragonBones 3.0</version>
- /// <language>zh_CN</language>
- public void Clear()
- {
- for (int i = 0, l = _animatebles.Count; i < l; ++i)
- {
- var animateble = _animatebles[i];
- _animatebles[i] = null;
- if (animateble != null)
- {
- animateble.clock = null;
- }
- }
- }
- /// <summary>
- /// - Deprecated, please refer to {@link dragonBones.BaseFactory#clock}.
- /// </summary>
- /// <language>en_US</language>
- /// <summary>
- /// - 已废弃,请参考 {@link dragonBones.BaseFactory#clock}。
- /// </summary>
- /// <language>zh_CN</language>
- [System.Obsolete("")]
- /// <inheritDoc/>
- public WorldClock clock
- {
- get { return _clock; }
- set
- {
- if (_clock == value)
- {
- return;
- }
- if (_clock != null)
- {
- _clock.Remove(this);
- }
- _clock = value;
- if (_clock != null)
- {
- _clock.Add(this);
- }
- }
- }
- }
- }
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