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