Unity-Tween

1、GoKit

免费开源

AssetStore:https://www.assetstore.unity3d.com/en/#!/content/3663

下载地址:https://github.com/prime31/GoKit

2、ITween

免费开源

官网:http://itween.pixelplacement.com/index.php

AssetStore:https://www.assetstore.unity3d.com/en/#!/content/84

下载地址:https://github.com/jtothebell/iTween

缺点:

  1. 大量使用SendMessage,而SendMessage使用反射,效率不高
  2. iTween的参数都是string,你需要自己去拼一个Hashtable,去记字符串,不人性化!每次写都要去它的官网上去查字符串怎么拼,挺蛋疼的!

3、LeanTween

免费开源

AssetStore:https://www.assetstore.unity3d.com/en/#!/content/3595

下载地址:https://github.com/dentedpixel/LeanTween

优点:貌似比Hotween和Itween性能好,快!参考:http://dentedpixel.com/developer-diary/leantween-speed-comparison-to-itween/

4、Hotween

免费开源

官网:http://hotween.demigiant.com/

AssetStore:https://www.assetstore.unity3d.com/en/#!/content/3311

下载地址:http://hotween.demigiant.com/

5、DOTween

 这是Hotween官网出的,速度超过4倍更快,更高效,大量的新功能

下载地址:http://dotween.demigiant.com/download.php#download

 Comparison with other engines

If you want, you can download the test package I used (oops sorry, I'll put it up there when I get into beta, otherwise I should update it every hour - but you can still get the most recent one from DOTween's Google Code area).

All these tests were done from a build, since some of these tween engines (DOTween, HOTween and GoKit) do additional stuff while in the Editor to show editor-only debug informations, and thus testing them outside the editor, where it counts, seemed more fair.

To keep the test accurate download the latest versions of all engines and replace the old ones (the ones used here are from July/August 2014).

Generic floats

You'll find more tests for the tween of generic floats because GoKit and iTween couldn't tween as many as the other engines, but I still wanted to show high-level results.

64,000 generic floats in a loop

 DOTweenHOTweenLeanTweenGoKitiTween
Average FPS 124 FPS 25 FPS 102 FPS freezes freezes
Startup time 76 MS 332 MS 34 MS freezes freezes

16,000 generic floats in a loop

 DOTweenHOTweenLeanTweenGoKitiTween
Average FPS 412 FPS 115 FPS 389 FPS 387 FPS freezes
Startup time 14 MS 74 MS 7 MS 47,432 MS freezes

2,000 generic floats in a loop

 DOTweenHOTweenLeanTweenGoKitiTween
Average FPS 1091 FPS 888 FPS 1050 FPS 998 FPS 3 FPS
Startup time 2 MS 11 MS 1 MS 6,258 MS 240 MS

Transforms

4,000 transforms looping around

 

 DOTweenHOTweenLeanTweenGoKitiTween
Average FPS 68 FPS 63 FPS 68 FPS 65 FPS 38 FPS
Startup time 5 MS 30 MS 3 MS 130 MS 229 MS

 

实现人物沿四个点移动,实现这同一效果,代码分别为:

 

 

public class MyDotween : MonoBehaviour
{
    public Transform[] paths;
    void Start()
    {
        Vector3[] v = new Vector3[4];
        for (int i = 0; i < paths.Length; i++)
        {
            v[i] = paths[i].position;
        }
        transform.DOPath(v, 3f, PathType.Linear).SetLookAt(-1).SetDelay(1f).SetEase(Ease.Linear).OnComplete(ItweenAnimationEnd);
    }
    //对象移动时调用
    void ItweenAnimationEnd()
    {
        Debug.Log("end : ");
    }
}
Dotween
public class MyLeanTween : MonoBehaviour
{
    public Transform[] paths;
    void Start()
    {
        //四个点的话,那么应该是这样确定点的位置,并且数组长度必须是4的倍数:
        // O(对象自己的位置)->A    A->B    B->C   C->D
        Vector3[] v = new Vector3[8];
        v[0] = transform.position;
        for (int i = 0; i < paths.Length; i++)
        {
            v[i * 2 + 1] = paths[i].position;
            if (i == 3)
                continue;
            v[i * 2 + 2] = paths[i].position;
        }
        Hashtable args = new Hashtable();
        args.Add("path", v);
        //是否让模型始终面朝当面目标的方向
        args.Add("orientToPath", true);
        //移动结束时调用,参数和上面类似
        args.Add("onComplete", "LeanAnimationEnd");
        args.Add("onCompleteParam", "zwh");
        //设置类型为线性,线性效果会好一些。
        args.Add("loopType", LeanTweenType.linear);
        //设置延迟
        args.Add("delay", 1f);
        //设置循环
        args.Add("repeat", 1);
        LeanTween.move(gameObject, v, 3f, args);
    }
    //对象移动时调用
    void LeanAnimationEnd(object obj)
    {
        Debug.Log("end : " + obj);
    }
}
LeanTween
public class MyGoKit : MonoBehaviour
{
    public Transform[] paths;
    void Start()
    {
        Vector3[] v = new Vector3[5];
        v[0] = transform.position;//设置自身的位置为第一个位置,因为没有像ITween中的movetopath选项可以设置
        for (int i = 0; i < paths.Length; i++)
        {
            v[i + 1] = paths[i].position;
        }
        GoTweenConfig config = new GoTweenConfig();
        //设置路径的点
        var path = new GoSpline(v, true);
        //设置类型为线性,线性效果会好一些。
        config.easeType = GoEaseType.Linear;
        //GoLookAtType.NextPathNode是和ITween的orienttopath设置功能是一样的
        config.positionPath(path, false, GoLookAtType.NextPathNode);
        //设置循环
        config.setIterations(1);
        config.onComplete(delegate(AbstractGoTween obj)
        {
            Debug.Log("end : " + obj);
        });

        //这里to方法的第一个参数必须传transform类型的变量,不然报错
        Go.to(gameObject.transform, 3f, config);
    }

    void OnDrawGizmos()
    {
        //在scene视图中绘制出路径与线
        iTween.DrawLine(paths, Color.yellow);

        iTween.DrawPath(paths, Color.red);
    }
}
GoKit
public class MyHotween : MonoBehaviour
{
    public Transform[] paths;
    void Start()
    {
        Vector3[] v = new Vector3[4];
        for (int i = 0; i < paths.Length; i++)
        {
            v[i] = paths[i].position;
        }
        TweenParms tp = new TweenParms();
        tp.Delay(1f);
        tp.Loops(1);
        tp.OnComplete(PathCycleComplete, "zwh");
        tp.Ease(EaseType.Linear);
        PlugVector3Path p = new PlugVector3Path(v, PathType.Linear);
        p.OrientToPath(true);
        tp.Prop("position", p);
        HOTween.To(gameObject.transform, 3, tp);

    }

    void PathCycleComplete(TweenEvent abc)
    {
        Debug.Log("end : " + abc.parms[0]);
    }
}
Hotween
public class MyItween : MonoBehaviour
{
    //路径寻路中的所有点
    public Transform[] paths;

    void Start()
    {
        Hashtable args = new Hashtable();
        //设置路径的点
        args.Add("path", paths);

        //设置类型为线性,线性效果会好一些。
        args.Add("easeType", iTween.EaseType.linear);

        //设置寻路的速度
        args.Add("speed", 6f);

        //是否先从原始位置走到路径中第一个点的位置
        args.Add("movetopath", true);

        //是否让模型始终面朝当面目标的方向
        //如果你发现你的模型在寻路的时候时钟都是一个方向那么一定要打开这个
        args.Add("orienttopath", true);

        //移动结束时调用,参数和上面类似
        args.Add("oncomplete", "ItweenAnimationEnd");
        args.Add("oncompleteparams", "zwh");
        args.Add("oncompletetarget", gameObject);

        //让模型开始寻路    
        iTween.MoveTo(gameObject, args);
    }
    //对象移动时调用
    void ItweenAnimationEnd(string f)
    {
        Debug.Log("end : " + f);
    }
    void OnDrawGizmos()
    {
        //在scene视图中绘制出路径与线
        iTween.DrawLine(paths, Color.yellow);

        iTween.DrawPath(paths, Color.red);
    }
}
Itween

总结:

从以上分析,Dotween和Leantween效率比较好,但是从代码角度看,Dotween代码可读性强,体现了面向对象的思想,而Leantween仍然要死记字符串!

参考:http://www.xuanyusong.com/archives/2671

        http://dotween.demigiant.com/index.php

posted @ 2014-10-14 21:41  MrZivChu  阅读(4165)  评论(1编辑  收藏  举报
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