public void NormalizedSpringValueCalculator_Demo(int resolution) { NormalizedSpringValueCalculator calculator = new NormalizedSpringValueCalculator(resolution); DebugHelper.PrintInRed("Resolution: " + resolution.ToString()); int steps = 20; float t = 0f; float prev = 0f; float springValue; float aproxValue; float delta; while (t < 1f) { springValue = calculator.GetSpringValue(t); aproxValue = calculator.GetApproximateSpringValue(t); delta = springValue - prev; Debug.Log("t: " + t.ToString() + ", springValue: " + springValue.ToString() + ", aprox: " + aproxValue.ToString() + ", delta: " + delta.ToString()); t += /* UnityEngine.Random.Range(.9f, 1.1f) * */ (1f / steps); prev = springValue; } springValue = calculator.GetSpringValue(t); aproxValue = calculator.GetApproximateSpringValue(t); delta = springValue - prev; Debug.Log("t: " + t.ToString() + ", springValue: " + springValue.ToString() + ", aprox: " + aproxValue.ToString() + ", delta: " + delta.ToString()); }
void Awake() { thisRunningProcesses = new List <IProcess>(); springCalculator = new NormalizedSpringValueCalculator(100); }