如何在Lua上使用Dotween【便捷、易读性高】

Lua中使用Dotween实现动画控制
本文介绍了如何在Unity中利用DOTween库创建一个名为DoTweenEx的扩展,实现了更简洁易读的动画控制接口。DoTweenEx支持序列化与并行动画,自动关闭,以及各种缓动类型、循环模式、更新方式等功能。同时,提供了Lua绑定,方便在Lua脚本中调用。示例展示了如何进行位移、缩放、旋转、颜色变化等动画操作,并且支持自定义回调函数。

功能介绍:

1.整合Append与Insert接口,支持串行与并行动画

2.支持随物体/界面等销毁而自动关闭动画

3.易读性高,action的写法很直观看出具体操作内容

PS:该文章部分源码依据于此在lua里实现类似unity生命周期的监听事件_Le_Sam的博客-CSDN博客

源码:

c#


namespace Game.Scripts.Common
{
    [XLua.LuaCallCSharp]
    public class DoTweenEx
    {
        private Tweener tweener;
        private Sequence sequence;
        private Tween current;

        public static DoTweenEx Sequence()
        {
            return new DoTweenEx(DOTween.Sequence());
        }

        private DoTweenEx(Sequence sequence)
        {
            this.sequence = sequence;
            current = sequence;
            this.Ease(1); //默认EaseType为DoTweenAction.Linear
        }

        private DoTweenEx(Transform target, Tweener tweener)
        {
            this.tweener = tweener;
            current = tweener;
            this.Ease(1); //默认EaseType为DoTweenAction.Linear
        }

        public DoTweenEx Append(DoTweenEx tweener)
        {
            sequence.Append(tweener.current);
            return this;
        }

        public DoTweenEx Insert(DoTweenEx tweener)
        {
            sequence.Insert(0, tweener.current);
            return this;
        }

        public DoTweenEx Play()
        {
            current.Play();
            return this;
        }

        public DoTweenEx Pause()
        {
            current.Pause();
            return this;
        }

        public DoTweenEx Kill(bool complete)
        {
            current.Kill(complete);
            return this;
        }

        public DoTweenEx Ease(uint ease)
        {
            current.SetEase((Ease)ease);
            return this;
        }

        public DoTweenEx Loop(int loops, uint type)
        {
            loops = loops == -1 ? 99999 : loops; // Temp:循环为-1时,并没有生效,强制改为固定值
            if (sequence != null)
                sequence.SetLoops(loops);
            if (tweener != null)
                tweener.SetLoops(loops, (LoopType)type);
            return this;
        }

        public DoTweenEx Delay(float delay)
        {
            current.SetDelay(delay);
            return this;
        }

        public DoTweenEx Restart()
        {
            current.Restart();
            return this;
        }

        public DoTweenEx OnComplete(LuaFunction func)
        {
            current.OnComplete(delegate() { func.Call(this); });
            return this;
        }

        public DoTweenEx SetUpdate(uint type, bool isAlone)
        {
            current.SetUpdate((UpdateType)type, isAlone);
            return this;
        }

        public DoTweenEx SetPlaySpeed(float speed)
        {
            current.timeScale = speed;
            return this;
        }

        public static DoTweenEx NoneTo(Transform target, float duration)
        {
            return new DoTweenEx(target, DOTween.To(() => 0, v => v = 0, 0, duration + 0.001f));
        }

        public static DoTweenEx LocalMoveTo(Transform target, Vector3 pos, float duration)
        {
            return new DoTweenEx(target, target.DOLocalMove(pos, duration + 0.001f));
        }

        public static DoTweenEx LocalMoveBy(Transform target, Vector3 pos, float duration)
        {
            return new DoTweenEx(target, target.DOBlendableLocalMoveBy(pos, duration + 0.001f));
        }

        public static DoTweenEx MoveTo(Transform target, Vector3 pos, float duration)
        {
            return new DoTweenEx(target, target.DOMove(pos, duration + 0.001f));
        }

        public static DoTweenEx MoveBy(Transform target, Vector3 pos, float duration)
        {
            return new DoTweenEx(target, target.DOBlendableMoveBy(pos, duration + 0.001f));
        }

        public static DoTweenEx RotateTo(Transform target, Vector3 angle, float duration)
        {
            return new DoTweenEx(target, target.DORotate(angle, duration + 0.001f, RotateMode.FastBeyond360));
        }

        public static DoTweenEx RotateBy(Transform target, Vector3 angle, float duration)
        {
            return new DoTweenEx(target, target.DOBlendableRotateBy(angle, duration + 0.001f, RotateMode.FastBeyond360));
        }

        public static DoTweenEx LocalRotateTo(Transform target, Quaternion angle, float duration)
        {
            return new DoTweenEx(target, target.DOLocalRotateQuaternion(angle, duration + 0.001f));
        }

        public static DoTweenEx LocalRotateBy(Transform target, Vector3 angle, float duration)
        {
            return new DoTweenEx(target, target.DOBlendableLocalRotateBy(angle, duration + 0.001f, RotateMode.FastBeyond360));
        }

        public static DoTweenEx ScaleTo(Transform target, Vector3 scale, float duration)
        {
            return new DoTweenEx(target, target.DOScale(scale, duration + 0.001f));
        }

        public static DoTweenEx ScaleBy(Transform target, Vector3 scale, float duration)
        {
            return new DoTweenEx(target, target.DOBlendableScaleBy(scale, duration + 0.001f));
        }

        public static DoTweenEx To(Transform target, int startValue, int endValue, float duration, LuaFunction setter)
        {
            int currValue = startValue;
            return new DoTweenEx(target, DOTween.To(() => startValue, delegate(int v)
            {
                if (currValue != v)
                {
                    currValue = v;
                    setter.Call(v);
                }
            }, endValue, duration + 0.001f));
        }

        public static DoTweenEx FadeTo(Transform target, float alpha, float duration)
        {
            var graphic = target.GetComponent<Graphic>();
            if (graphic != null)
            {
                alpha = alpha > 1 ? 1 : alpha;
                return new DoTweenEx(target, graphic.DOFade(alpha, duration + 0.001f));
            }
            return NoneTo(target, duration);
        }

        public static DoTweenEx FadeToAll(Transform target, float alpha, float duration, bool ignoreTS)
        {
            alpha = alpha > 1 ? 1 : alpha;
            var tween = FadeTo(target, alpha, duration);
            tween.current.OnStart(delegate () {
                Graphic[] graphics = target.GetComponentsInChildren<Graphic>();
                foreach (var g in graphics)
                {
                    g.CrossFadeAlpha(alpha, duration, ignoreTS);
                }
            });
            return tween;
        }

        public static DoTweenEx ColorTo(Transform target, Color color, float duration)
        {
            var graphic = target.GetComponent<Graphic>();
            if (graphic != null)
            {
                return new DoTweenEx(target, graphic.DOColor(color, duration + 0.001f));
            }
            return NoneTo(target, duration);
        }

        public static DoTweenEx ColorToAll(Transform target, Color color, float duration, bool ignoreTS)
        {
            var tween = ColorTo(target, color, duration);
            tween.current.OnStart(delegate()
            {
                Graphic[] graphics = target.GetComponentsInChildren<Graphic>();
                foreach (var g in graphics)
                {
                    g.CrossFadeColor(color, duration, ignoreTS, true);
                }
            });
            return tween;
        }

        public static DoTweenEx ShakeRotation(Transform target, float duration, Vector3 strength, int vibrato, float randomness)
        {
            return new DoTweenEx(target, target.DOShakeRotation(duration, strength, vibrato, randomness));
        }
    }
}

Lua

local DoTweenAction = {}

local DoTweenEx = CS.Game.Scripts.Common.DoTweenEx

DoTweenAction.Linear = 1--默认EaseType
DoTweenAction.InSine = 2
DoTweenAction.OutSine = 3
DoTweenAction.InOutSine = 4
DoTweenAction.InQuad = 5
DoTweenAction.OutQuad = 6
DoTweenAction.InOutQuad = 7
DoTweenAction.InCubic = 8
DoTweenAction.OutCubic = 9
DoTweenAction.InOutCubic = 10
DoTweenAction.InQuart = 11
DoTweenAction.OutQuart = 12
DoTweenAction.InOutQuart = 13
DoTweenAction.InQuint = 14
DoTweenAction.OutQuint = 15
DoTweenAction.InOutQuint = 16
DoTweenAction.InExpo = 17
DoTweenAction.OutExpo = 18
DoTweenAction.InOutExpo = 19
DoTweenAction.InCirc = 20
DoTweenAction.OutCirc = 21
DoTweenAction.InOutCirc = 22
DoTweenAction.InElastic = 23
DoTweenAction.OutElastic = 24
DoTweenAction.InOutElastic = 25
DoTweenAction.InBack = 26
DoTweenAction.OutBack = 27
DoTweenAction.InOutBack = 28
DoTweenAction.InBounce = 29
DoTweenAction.OutBounce = 30
DoTweenAction.InOutBounce = 31
DoTweenAction.Flash = 32
DoTweenAction.InFlash = 33
DoTweenAction.OutFlash = 34
DoTweenAction.InOutFlash = 35

DoTweenAction.LTRestart = 0 -- 默认LoopType
DoTweenAction.LTYoyo = 1
DoTweenAction.LTIncremental = 2

DoTweenAction.UpdateNormal = 0 -- 默认UpdateType
DoTweenAction.UpdateLate = 1
DoTweenAction.UpdateFixed = 2
DoTweenAction.UpdateManual = 3

local Param = {
	ease = function(tween, aEaseType)
		return tween:Ease(aEaseType)
	end,
	loop = function(tween, aTimes, aLoopType)
		return tween:Loop(aTimes, aLoopType or DoTweenAction.LTRestart)
	end,
	delay = function(tween, aSecend)
		return tween:Delay(aSecend)
	end,
	-- DoTween终止回调
	OnEnd = function(tween, ...)
		return DoTweenAction.SetOnComplete(tween, ...)
	end,
}

local Function = {
	-- 并行
	spawn = function(target, ...)
		return DoTweenAction.SequenceAction(target, {...}, "Insert")
	end,
	delay = function(target, delay, ...)
		return DoTweenAction.SetOnComplete(DoTweenEx.NoneTo(target, delay), ...)
	end,
	call = function(target, ...)
		return DoTweenAction.SetOnComplete(DoTweenEx.NoneTo(target), ...)
	end,
	to = function(target, startValue, endValue, duration, setter, ...)
		return DoTweenAction.SetOnComplete(DoTweenEx.To(target, startValue, endValue, duration, setter), ...)
	end,
	localMoveBy = function(target, vec, duration, ...)
		return DoTweenAction.SetOnComplete(DoTweenEx.LocalMoveBy(target, vec, duration), ...)
	end,
	localMoveTo = function(target, vec, duration, ...)
		return DoTweenAction.SetOnComplete(DoTweenEx.LocalMoveTo(target, vec, duration), ...)
	end,
	moveBy = function(target, vec, duration, camera, ...)
		return DoTweenAction.SetOnComplete(DoTweenEx.MoveBy(target, vec, duration, camera), ...)
	end,
	moveTo = function(target, vec, duration, camera, ...)
		return DoTweenAction.SetOnComplete(DoTweenEx.MoveTo(target, vec, duration, camera), ...)
	end,
	rotateBy = function(target, vec, duration, ...)
		return DoTweenAction.SetOnComplete(DoTweenEx.RotateBy(target, vec, duration), ...)
	end,
	rotateTo = function(target, vec, duration, ...)
		return DoTweenAction.SetOnComplete(DoTweenEx.RotateTo(target, vec, duration), ...)
	end,
	localRotateBy = function(target, vec, duration, ...)
		return DoTweenAction.SetOnComplete(DoTweenEx.LocalRotateBy(target, vec, duration), ...)
	end,
	localRotateTo = function(target, vec, duration, ...)
		return DoTweenAction.SetOnComplete(DoTweenEx.LocalRotateTo(target, vec, duration), ...)
	end,
	scaleBy = function(target, vec, duration, ...)
		return DoTweenAction.SetOnComplete(DoTweenEx.ScaleBy(target, vec, duration), ...)
	end,
	scaleTo = function(target, vec, duration, ...)
		return DoTweenAction.SetOnComplete(DoTweenEx.ScaleTo(target, vec, duration), ...)
	end,	
	fadeTo = function(target, opacity, duration, ...)
		return DoTweenAction.SetOnComplete(DoTweenEx.FadeTo(target, opacity, duration), ...)
	end,
	fadeToAll = function(target, opacity, duration, ignoreTS, ...)
		return DoTweenAction.SetOnComplete(DoTweenEx.FadeToAll(target, opacity, duration, ignoreTS or true), ...)
	end,
	colorTo = function(target, color, duration, ...)
		return DoTweenAction.SetOnComplete(DoTweenEx.ColorTo(target, color, duration), ...)
	end,
	colorToAll = function(target, color, duration, ignoreTS, ...)
		return DoTweenAction.SetOnComplete(DoTweenEx.ColorToAll(target, color, duration, ignoreTS or true), ...)
	end,
	shakeRotation = function(target, duration, vec, vibrato, randomness, ...)
		return DoTweenAction.SetOnComplete(DoTweenEx.ShakeRotation(target, duration, vec, vibrato or 10, randomness or 90), ...)
	end,
}

function DoTweenAction.SetCallBack(tween, callback, aFunc, ...)
	if aFunc and type(aFunc) == "function" then
		local args = {...}
		return tween[callback](tween, #args == 0 and aFunc or function()
			aFunc(table.unpack(args))
		end)
	end
	return tween
end

function DoTweenAction.SetOnComplete(tween, aFunc, ...)
	return DoTweenAction.SetCallBack(tween, 'OnComplete', aFunc, ...)
end

function DoTweenAction.SetParam(tween, action, funcName)

	if tween then
		for name, param in pairs(action) do
			if type(name) == "string" then
				assert(Param[name] ~= nil, "DoTweenAction SetParam not find : ".. name);
				if type(param) == "table" then
					Param[name](tween, table.unpack(param))
				else
					Param[name](tween, param)
				end
			end
		end
	else
		logerror("DoTweenAction SetParam not find : ".. funcName)
	end
	return tween
end

function DoTweenAction.SequenceAction(target, action, opt)
	local sequence = DoTweenEx.Sequence()
	for _, act in ipairs(action) do
		if type(act) == "table" then
			if opt == "Append" then
				sequence:Append(DoTweenAction.RunAction(target, act))
			elseif opt == "Insert" then
				sequence:Insert(DoTweenAction.RunAction(target, act))
			end
		end
	end
	return DoTweenAction.SetParam(sequence, action)
end

function DoTweenAction.RunAction(target, action)
	return DoTweenAction.CreateAction(target.transform or target, action, table.unpack(action))
end

function DoTweenAction.CreateAction(target, action, funcName, ...)
	-- 代表一个动作
	if type(funcName) == "string" then
		assert(Function[funcName] ~= nil, "DoTweenAction CreateAction not find : ".. funcName);
		local tween = Function[funcName](target, ...)
		tween = DoTweenAction.SetParam(tween, action, funcName)
		return tween
	-- Action是一个动作数组,需要拆分其动作并组合成数组动作
	elseif type(funcName) == "table" then
		return DoTweenAction.SequenceAction(target, action, "Append")
	-- 表示这个动作只是执行这个function
	elseif type(funcName) == "function" then
		return Function.call(target, funcName, ...)
	end
end


return DoTweenAction

local DoTweenAction = require("DoTweenAction")

local ActionTool = {}

local actionMap = {};
local actionKey = 0;

-- 运行动作
function ActionTool.RunAction(target, action, ignoreTS)

    actionKey = actionKey + 1
    local curKey = actionKey

    local function onDestory()
        ActionTool.StopAction(curKey)
	end

    local function onComplete()
		actionMap[curKey] = nil 
	end

    Helpers.AddDestroyListener(target.transform or target, onDestory)
    actionMap[curKey] = DoTweenAction.RunAction(target, {
        action,
        OnEnd = onComplete,
    })
    ActionTool.ChangeUpdateAction(curKey, DoTweenAction.UpdateNormal, ignoreTS or true) -- 默认忽略Time.timeScale
    return curKey	
end

-- 停止动作
function ActionTool.StopAction(actionKey, complete)
    local action = actionMap[actionKey];
    if action then
        action:Kill(complete or false);
        actionMap[actionKey] = nil;
    end
end

--暂停动作
function ActionTool.PauseAction(actionKey)
    if not actionKey then return end
    if not actionMap[actionKey] then return end
    actionMap[actionKey]:Pause()
end

--恢复动作
function ActionTool.ResumeAction(actionKey)
    if not actionKey then return end
    if not actionMap[actionKey] then return end
    actionMap[actionKey]:Play()
end

-- 改变速度
function ActionTool.ChangeSpeedAction(actionKey, speed)
    if not actionKey then return end
    if not actionMap[actionKey] then return end
    actionMap[actionKey]:SetPlaySpeed(speed)
end

-- 改变Update
function ActionTool.ChangeUpdateAction(actionKey, type, isAlone)
    if not actionKey then return end
    if not actionMap[actionKey] then return end
    actionMap[actionKey]:SetUpdate(type, isAlone)
end

-- 停止所有动作
function ActionTool.StopAllAction(complete)
	for _,v in pairs(actionMap) do
		v:Kill(complete or false);
	end
	actionKey = 0;
	actionMap = {};
end


return ActionTool

示例:

-- View
local UITest = ClassView("UITest")
local ActionTool = require("ActionTool")
local DoTweenAction = require("DoTweenAction")

function UITest:OnCreate() 
    local testTxt = self:FindChild("testUI"):GetComponent("Text")
    -- Test1
    do
        local action = {
            {"spawn", 
                {"localMoveTo", Vector3(-100, 0, 0), 0.25, ease = DoTweenAction.OutQuad},
                {"scaleTo", Vector3(1.1, 1.1, 1.1), 0.15, delay = 0.1, ease = DoTweenAction.OutQuad},
            },
            {"call", function()
                logdebug(string.format("Test1 call ==> testTxt:%s", testTxt))
            end},
            {"delay", 5},
            OnEnd = function()
                logdebug(string.format("Test1 OnEnd ==> testTxt:%s", testTxt))
            end,
        };
        ActionTool.RunAction(testTxt.transform, action) 
    end

    -- Test2
    do
        local maxP = 100
        local centreP = maxP / 2
        local tempColor = Color(1,1,1,1)
        local action = {
            {"to", 1, maxP, 1, function(value)
                local curValue = value >= centreP and value or -value + maxP
                tempColor.a = curValue / maxP
                testTxt.color = tempColor
                end, loop = -1
            },
        };
        ActionTool.RunAction(testTxt.transform, action)
    end

Lua使用 DoTween 的 `To` 方法需要先确认 DoTween 是否已经通过某种方式绑定到 Lua 环境中。通常情况下,C++ 和 Lua 之间的交互可以通过工具自动生成绑定文件来实现[^2]。如果 DoTween 已经被成功绑定到 Lua,则可以按照以下方式进行操作。 ### 使用 DoTween 的 To 方法 #### 基本语法 假设 DoTween 被正确绑定到了 Lua 环境中,那么可以在 Lua 中调用其功能。以下是 `DoTween.To` 方法的一个基本示例: ```lua -- 创建一个目标对象(例如 UI 元素的位置) local target = { value = 0 } -- 定义 Tween 动画 local tween = DOTween.To( function() return target.value end, -- 获取当前值的函数 function(x) target.value = x end, -- 设置新值的函数 10, -- 结束值 2 -- 持续时间(秒) ) -- 启动动画 tween:Play() ``` 在这个例子中: - `DOTween.To` 接受四个参数:起始值获取器、结束值设置器、目标值以及持续时间。 - 这里的 `target.value` 是我们希望改变的目标属性。 --- #### 绑定过程概述 为了使上述代码正常工作,必须确保 DoTween 库已经被正确集成并绑定到 Lua 环境中。这可能涉及以下几个步骤: 1. **安装 DoTween**:确保 Unity 或其他支持环境中已安装 DoTween 插件。 2. **生成绑定代码**:利用工具如 `tolua` 自动生成 C++ 到 Lua 的绑定代码。 3. **加载库**:在运行时动态加载 DoTween 所需的功能模块。 --- #### 示例配置 下面是一个简单的配置流程说明: ##### 步骤一:创建绑定文件 执行脚本生成必要的绑定头文件和源文件: ```bash tools/tolua/genbindings.py ``` 此命令会生成两个文件:`lua_cocos2dx_custom_auto.cpp` 和 `lua_cocos2dx_custom_auto.h`。 ##### 步骤二:修改绑定逻辑 编辑生成的 `.cpp` 文件以包含 DoTween 的特定接口定义。例如,在其中加入如下伪代码片段: ```cpp void tolua_open_dotween(lua_State* L) { tolua_module(L, "DOTween", 0); tolua_beginmodule(L, "DOTween"); tolua_function(L, "To", lua_DOTween_To); // 假设这是 To 方法的封装 tolua_endmodule(L); } ``` ##### 步骤三:测试绑定效果 重新编译项目并将生成的共享库加载至 Lua 解释器中。随后即可尝试上面提到的 Lua 脚本。 --- ### 注意事项 - 如果未完成绑定步骤,直接在 Lua 中调用 DoTween 将无法生效。 - 需要熟悉 Lua-C API 并理解如何将复杂数据结构映射到 Lua 表达形式。 ---
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