public override float Sample(float absolutFactor, bool isDone) { if (ParameterType.Contains(Type.Forward)) { absolutFactor = tweenCurves[0].Evaluate(absolutFactor); WheelFrictions.LerpForwardFriction(Target, from, to, absolutFactor); } if (ParameterType.Contains(Type.Sideways)) { absolutFactor = tweenCurves[1].Evaluate(absolutFactor); WheelFrictions.LerpSidewaysFriction(Target, from, to, absolutFactor); } return(absolutFactor); }
public static void LerpFrictions(this UnityEngine.WheelCollider wheel, WheelFrictions from, WheelFrictions to, float factor) => WheelFrictions.LerpFrictions(wheel, from, to, factor);
public static void LoadFrictions(this UnityEngine.WheelCollider wheel, WheelFrictions frictions) => frictions.Apply(wheel);