ParticleEffectCurve.cs 1.5 KB

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  1. #if UNITY_EDITOR
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. /// <summary>
  6. /// 折线图
  7. /// </summary>
  8. public class ParticleEffectCurve {
  9. public AnimationCurve animationCurve = new AnimationCurve();
  10. public static int FPS = 30;
  11. //打点的数量:默认90个
  12. int m_ValueCount = 3 * FPS;
  13. List<int> m_Values = new List<int>();
  14. public AnimationCurve UpdateAnimationCurve(int value, bool loop, int second)
  15. {
  16. m_ValueCount = second * FPS;
  17. if (animationCurve.length > m_ValueCount)
  18. {
  19. for (int i = animationCurve.length-1; i >= m_ValueCount; i--)
  20. {
  21. Debug.Log(i);
  22. animationCurve.RemoveKey(i);
  23. if (i <= m_Values.Count)
  24. {
  25. m_Values.RemoveAt(i);
  26. }
  27. }
  28. }
  29. if (loop)
  30. {
  31. if (m_Values.Count >= m_ValueCount)
  32. {
  33. m_Values.RemoveAt(0);
  34. }
  35. m_Values.Add(value);
  36. for (int i = 0; i < m_Values.Count; i++)
  37. {
  38. if (animationCurve.length > i)
  39. {
  40. animationCurve.RemoveKey(i);
  41. }
  42. animationCurve.AddKey(i, m_Values[i]);
  43. }
  44. }
  45. else
  46. {
  47. if (animationCurve.length < m_ValueCount)
  48. {
  49. animationCurve.AddKey(animationCurve.length, value);
  50. }
  51. }
  52. return animationCurve;
  53. }
  54. }
  55. #endif