public LerpCoroutine(MonoBehaviour behaviour, float duration, ILerp <T> lerper, Easing.Functions function, Action <T> action) : base(behaviour) { this.duration = duration > 0F ? duration : Mathf.Epsilon; this.action = (t) => { InterpolatedValue = lerper.Lerp(t, Easing.Get(function)); action(InterpolatedValue); }; }
public LerpCoroutine(float duration, ILerp <T> lerper, Func <float, float> function, Action <T> action) : base() { this.duration = duration > 0F ? duration : Mathf.Epsilon; this.action = (t) => { InterpolatedValue = lerper.Lerp(t, function); action(InterpolatedValue); }; }
public void SetUp() { ILevel level = Substitute.For <ILevel>(); ILerp lerp = Substitute.For <ILerp>(); ILerp hoistLerp = Substitute.For <ILerp>(); IAnimator animator = Substitute.For <IAnimator>(); GameObject player = getPlayer(); tc = player.GetComponent <ThunderboltCharacter>(); tc.Awake(); tc.level = level; tc.lerp = lerp; tc.hoistLerp = hoistLerp; tc.animator = animator; }
/// <summary> /// Linearly interpolates a range by t. /// </summary> public static T Lerp <T>(ILerp <T> range, float t) { return(range.Lerp(t)); }
public Engine(ILerp lerp, IThreshold threshold) { Lerp = lerp; Threshold = threshold; }
/// <summary> /// /// </summary> public static T Lerp <T>(ILerp <T> value) { return(value.Lerp(Value)); }