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66 lines
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#if UNITY_EDITOR
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 折线图
/// </summary>
public class ParticleEffectCurve {
public AnimationCurve animationCurve = new AnimationCurve();
public static int FPS = 30;
//打点的数量:默认90个
int m_ValueCount = 3 * FPS;
List<float> m_Values = new List<float>();
public AnimationCurve UpdateAnimationCurve(float value, bool loop, int second)
{
m_ValueCount = second * FPS;
if (animationCurve.length > m_ValueCount)
{
for (int i = animationCurve.length-1; i >= m_ValueCount; i--)
{
Debug.Log(i);
animationCurve.RemoveKey(i);
if (i <= m_Values.Count)
{
m_Values.RemoveAt(i);
}
}
}
if (loop)
{
if (m_Values.Count >= m_ValueCount)
{
m_Values.RemoveAt(0);
}
m_Values.Add(value);
for (int i = 0; i < m_Values.Count; i++)
{
if (animationCurve.length > i)
{
animationCurve.RemoveKey(i);
}
animationCurve.AddKey(i, m_Values[i]);
}
}
else
{
if (animationCurve.length < m_ValueCount)
{
animationCurve.AddKey(animationCurve.length, value);
}
}
return animationCurve;
}
}
#endif