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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// Utility class for interpolating values. Usage
//
// var ival = new Interpolator(0.0f, Interpolator.CurveType.Linear)
// ival.MoveTo(10.0f, 0.5f); // interpolate from 0 to 10 in 0.5 secs
//
// ival.GetValue(); // gets current value
//
// ival.SetValue(12.0f); // force value and stop animation
//
// Ideas for more curve types: http://sol.gfxile.net/interpolation/
public class Interpolator
{
public enum CurveType
{
Linear,
SmoothDeparture,
SmoothArrival,
SmoothStep
}
public float targetValue { get { return m_TargetValue; } }
public Interpolator(float startValue, CurveType type)
{
m_Type = type;
SetValue(startValue);
}
public void SetValue(float value)
{
m_StartValue = value;
m_TargetValue = value;
m_StartTime = 0;
m_TargetTime = 0;
}
public void MoveTo(float target, float time)
{
m_StartValue = GetValue();
m_TargetValue = target;
m_StartTime = Time.realtimeSinceStartup;
m_TargetTime = m_StartTime + time;
}
public bool IsMoving()
{
return Time.realtimeSinceStartup < m_TargetTime;
}
public float Direction()
{
return Mathf.Sign(m_TargetTime - m_StartValue);
}
public void Stop()
{
m_StartValue = m_TargetValue = GetValue();
m_TargetTime = 0;
m_StartTime = 0;
}
public float GetValue()
{
float now = Time.realtimeSinceStartup;
float timeToLive = m_TargetTime - now;
if (timeToLive <= 0.0f)
return m_TargetValue;
float t = (now - m_StartTime) / (m_TargetTime - m_StartTime);
switch (m_Type)
{
default:
case CurveType.Linear:
return m_StartValue + (m_TargetValue - m_StartValue) * t;
case CurveType.SmoothArrival:
var s = 1.0f - t;
return m_StartValue + (m_TargetValue - m_StartValue) * (1.0f - s * s * s * s);
case CurveType.SmoothDeparture:
return m_StartValue + (m_TargetValue - m_StartValue) * t * t * t * t;
case CurveType.SmoothStep:
return m_StartValue + (m_TargetValue - m_StartValue) * t * t * (3.0f - 2.0f * t);
}
}
CurveType m_Type;
float m_StartTime;
float m_StartValue;
float m_TargetTime;
float m_TargetValue;
}