sha*_*taf 6 ios sprite-kit skaction swift
我有以下自定义SKAction工作,但作为EaseIn而不是EaseOut.我想要它EaseOut!我使用在网络上找到的各种缓动方程式来纠正它是惨不忍睹的.
let duration = 2.0
let initialX = cameraNode.position.x
let customEaseOut = SKAction.customActionWithDuration(duration, actionBlock: {node, elapsedTime in
let t = Double(elapsedTime)/duration
let b = Double(initialX)
let c = Double(targetPoint.x)
let p = t*t*t*t*t
let l = b*(1-p) + c*p
node.position.x = CGFloat(l)
})
cameraNode.runAction(customEaseOut)
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任何帮助都会非常感激.
谢谢
Ale*_*ano 11
你不需要计算它.
SKAction只有一个叫做的属性timingMode:
// fall is an SKAction
fall.timingMode = .easeInEaseOut
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您可以选择:
如果您需要更改Apple预设,可以使用:timingFunction
fall.timingFunction = { time -> Float in
return time
}
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要根据源构建自定义函数:
/**
A custom timing function for SKActions. Input time will be linear 0.0-1.0
over the duration of the action. Return values must be 0.0-1.0 and increasing
and the function must return 1.0 when the input time reaches 1.0.
*/
public typealias SKActionTimingFunction = (Float) -> Float
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所以使用这些信息你可以写:
func CubicEaseOut(_ t:Float)->Float
{
let f:Float = (t - 1);
return f * f * f + 1;
}
fall.timingFunction = CubicEaseOut
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我们可以修改以下代码以允许自定义操作缓出而不是缓入
let t = Double(elapsedTime)/duration
...
let p = t*t*t*t*t
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为了更好地理解p,将其绘制为以下函数会很有帮助t
显然,随着时间的推移,该功能会逐渐减弱。改变 的定义t为
let t = 1 - Double(elapsedTime)/duration
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绘图p给出
该动作现在逐渐减弱,但它从 1 开始并以 0 结束。要解决此问题,请将 的定义更改p为
let p = 1-t*t*t*t*t
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