public static IEnumerable <bool> GetNumerable <T>(this T _flags) where T : Enum { int flagValues = Convert.ToInt32(_flags); int maxPower = Convert.ToInt32(Enum.GetValues(typeof(T)).Cast <T>().Max()); for (int i = 0; i < 32; i++) { int curPower = UMath.Pow(2, i); if (curPower > maxPower) { yield break; } yield return((flagValues & curPower) == curPower); } yield break; }
public static float Evaluate(float start, float end, float time, TweenType type) { if (UMath.Abs(start - end) < float.Epsilon) { return(start); } switch (type) { case TweenType.Linear: return(start + (end - start) * time); case TweenType.ContinuousLinear: var difEndStart = (end - start); if ((difEndStart) < -UMath.halfAngle) { return(start + ((UMath.maxAngle - start) + end) * time); } if (difEndStart > UMath.halfAngle) { return(start - ((UMath.maxAngle - end) + start) * time); } return(start + difEndStart * time); case TweenType.Spring: time = UMath.Clamp01(time); time = (UMath.Sin(time * UMath.PI * (0.2f + 2.5f * time * time * time)) * UMath.Pow(1f - time, 2.2f + time)) * (1f + (1.2f * (1f - time))); return(start + (end - start) * time); case TweenType.EaseInQuadratic: end -= start; return(end * time * time + start); case TweenType.EaseOutQuadratic: end -= start; return(-end * time * (time - 2) + start); case TweenType.EaseInOutQuadratic: time /= .5f; end -= start; if (time < 1) { return(end * 0.5f * time * time + start); } time--; return(-end * 0.5f * (time * (time - 2) - 1) + start); case TweenType.EaseInCubic: end -= start; return(end * time * time * time + start); case TweenType.EaseOutCubic: time--; end -= start; return(end * (time * time * time + 1) + start); case TweenType.EaseInOutCubic: time /= .5f; end -= start; if (time < 1) { return(end * 0.5f * time * time * time + start); } time -= 2; return(end * 0.5f * (time * time * time + 2) + start); case TweenType.EaseInQuartic: end -= start; return(end * time * time * time * time + start); case TweenType.EaseOutQuartic: time--; end -= start; return(-end * (time * time * time * time - 1) + start); case TweenType.EaseInOutQuartic: time /= .5f; end -= start; if (time < 1) { return(end * 0.5f * time * time * time * time + start); } time -= 2; return(-end * 0.5f * (time * time * time * time - 2) + start); case TweenType.EaseInQuintic: end -= start; return(end * time * time * time * time * time + start); case TweenType.EaseOutQuintic: time--; end -= start; return(end * (time * time * time * time * time + 1) + start); case TweenType.EaseInOutQuintic: time /= .5f; end -= start; if (time < 1) { return(end * 0.5f * time * time * time * time * time + start); } time -= 2; return(end * 0.5f * (time * time * time * time * time + 2) + start); case TweenType.EaseInSinusiodal: end -= start; return(-end *UMath.Cos(time *UMath.halfPI) + end + start); case TweenType.EaseOutSinusiodal: end -= start; return(end * UMath.Sin(time * UMath.halfPI) + start); case TweenType.EaseInOutSinusiodal: end -= start; return(-end * 0.5f * (UMath.Cos(UMath.PI * time) - 1) + start); case TweenType.EaseInExpo: end -= start; return(end * UMath.Pow(2, 10 * (time - 1)) + start); case TweenType.EaseOutExpo: end -= start; return(end * (-UMath.Pow(2, -10 * time) + 1) + start); case TweenType.EaseInOutExpo: time /= .5f; end -= start; if (time < 1) { return(end * 0.5f * UMath.Pow(2, 10 * (time - 1)) + start); } time--; return(end * 0.5f * (-UMath.Pow(2, -10 * time) + 2) + start); case TweenType.EaseInCircular: end -= start; return(-end * (UMath.Sqrt(1 - time * time) - 1) + start); case TweenType.EaseOutCircular: time--; end -= start; return(end * UMath.Sqrt(1 - time * time) + start); case TweenType.EaseInOutCircular: time /= .5f; end -= start; if (time < 1) { return(-end * 0.5f * (UMath.Sqrt(1 - time * time) - 1) + start); } time -= 2; return(end * 0.5f * (UMath.Sqrt(1 - time * time) + 1) + start); case TweenType.EaseInBounce: end -= start; return(end - Evaluate(0, end, 1f - time, TweenType.EaseOutBounce) + start); case TweenType.EaseOutBounce: end -= start; if (time < 0.3637f) { return(end * (7.5625f * time * time) + start); } if (time < 0.7272f) { time -= 0.5454f; return(end * (7.5625f * (time) * time + .75f) + start); } if (time < 0.9091f) { time -= 0.8182f; return(end * (7.5625f * (time) * time + .9375f) + start); } time -= 0.95454f; return(end * (7.5625f * (time) * time + .984375f) + start); case TweenType.EaseInOutBounce: end -= start; if (time < 0.5f) { return(Evaluate(0, end, time * 2, TweenType.EaseInBounce) * 0.5f + start); } return(Evaluate(0, end, time * 2 - 1f, TweenType.EaseOutBounce) * 0.5f + end * 0.5f + start); case TweenType.EaseInBack: end -= start; return(end * (time) * time * ((s1Const + 1) * time - s1Const) + start); case TweenType.EaseOutBack: end -= start; time = (time) - 1; return(end * ((time) * time * ((s1Const + 1) * time + s1Const) + 1) + start); case TweenType.EaseInOutBack: end -= start; time /= .5f; if ((time) < 1) { return(end * 0.5f * (time * time * (((s2Const) + 1) * time - s2Const)) + start); } time -= 2; return(end * 0.5f * ((time) * time * (((s2Const) + 1) * time + s2Const) + 2) + start); case TweenType.Punch: if (time == 0) { return(0); } if (time == 1) { return(0); } return((start + end) * UMath.Pow(2, -10 * time) * UMath.Sin((time) * (UMath.doublePI) / 0.3f)); case TweenType.EaseInElastic: end -= start; if (time == 0) { return(start); } if (time == 1) { return(start + end); } return(-(end * UMath.Pow(2, 10 * (time - 1)) * UMath.Sin((time - 0.075f) * (UMath.doublePI) / 0.3f)) + start); case TweenType.EaseOutElastic: end -= start; if (time == 0) { return(start); } if (time == 1) { return(start + end); } return(end * UMath.Pow(2, -10 * time) * UMath.Sin((time - 0.075f) * (UMath.doublePI) / 0.3f) + end + start); case TweenType.EaseInOutElastic: end -= start; if (time == 0) { return(start); } if ((time /= 0.5f) == 2) { return(start + end); } if (time < 1) { return(-0.5f * (end * UMath.Pow(2, 10 * (time -= 1)) * UMath.Sin((time - 0.075f) * (UMath.doublePI) / 0.3f)) + start); } return(end * UMath.Pow(2, -10 * (time -= 1)) * UMath.Sin((time - 0.075f) * (UMath.doublePI) / 0.3f) * 0.5f + end + start); } throw new System.Exception("Something Error!!!"); }
static float OptimizeFloat(float _srcFloat, int _optimize) { float optimize = UMath.Pow(10, _optimize); return(Mathf.Floor(_srcFloat * optimize) / optimize); }