public static void TestCondition() { CommandQueue queue = new CommandQueue(); int testCount = 0; int conditionCalledCount = 0; queue.Enqueue( Cmd.Repeat(4, Cmd.Condition(() => testCount % 2 == 0, Cmd.Do(() => testCount += 1), Cmd.Do(() => { Assert.IsTrue(testCount % 2 == 1, "Unexpected state in condition branch."); conditionCalledCount += 1; testCount += 1; }) ) ), Cmd.Do(() => Assert.AreEqual(conditionCalledCount, 2)) ); while (!queue.Update(DELTA_TIME_RATE)) { } }
public static void TestRecursiveUpdateFail() { CommandQueue queue = new CommandQueue(); queue.Enqueue( Cmd.Queue(queue) ); bool threwException = false; try { queue.Update(DELTA_TIME_RATE); } catch (InvalidOperationException) { threwException = true; } Assert.IsTrue(threwException, "Failed to throw exception from invalid state."); queue = new CommandQueue(); queue.Enqueue( Cmd.Do(() => { queue.Update(DELTA_TIME_RATE); }) ); try { queue.Update(DELTA_TIME_RATE); } catch (InvalidOperationException) { threwException = true; } Assert.IsTrue(threwException, "Failed to throw exception from invalid state."); }
public static void TestRepeatForever() { CommandQueue queue = new CommandQueue(); const int MAX_REPEAT_COUNT = 100; int repeatCount = 0; queue.Enqueue( Cmd.RepeatForever( Cmd.Do(() => { if (repeatCount < MAX_REPEAT_COUNT) { repeatCount++; } else { // Well there is one way to stop execution throw new Exception(); } }) ) ); bool threwException = false; try { while (!queue.Update(DELTA_TIME_RATE)) { } } catch (Exception) { threwException = true; } Assert.IsTrue(threwException); Assert.AreEqual(repeatCount, MAX_REPEAT_COUNT); }
public static CommandDelegate ChangeTo(Ref <Rect> rect, Rect endRect, double duration, Vector2 anchorPoint, CommandEase ease = null) { CheckArgumentNonNull(rect, "rect"); Rect startRect = new Rect(); Vector2 startAnchorPoint = Vector2.zero; Vector2 endAnchorPoint = Vector2.zero; return(Cmd.Sequence( Cmd.Do(delegate() { startRect = rect.Value; startAnchorPoint = new Vector2( startRect.x + startRect.width * anchorPoint.x, startRect.y + startRect.height * anchorPoint.y ); endAnchorPoint = new Vector2( endRect.x + endRect.width * anchorPoint.x, endRect.y + endRect.height * anchorPoint.y ); }), Cmd.Duration(delegate(double t) { Rect newRect = new Rect(); newRect.width = (endRect.width - startRect.width) * (float)t + startRect.width; newRect.height = (endRect.height - startRect.height) * (float)t + startRect.height; Vector2 newAnchorPoint = Vector2.Lerp(startAnchorPoint, endAnchorPoint, (float)t); newRect.x = newAnchorPoint.x - anchorPoint.x * newRect.width; newRect.y = newAnchorPoint.y - anchorPoint.y * newRect.height; rect.Value = newRect; }, duration, ease) )); }
/// <summary> /// Oscilates a quaternion. /// </summary> /// <param name="amount"> The amount to wiggle by in degrees.</param> /// <param name="axis"> The axis to wiggle around </param> public static CommandDelegate Wiggle(Ref <Quaternion> rotation, float amount, double duration, Vector3 axis) { CheckArgumentNonNull(rotation, "rotation"); Quaternion startQuaternion = Quaternion.identity; float val = 0.0f; Ref <float> floatRef = new Ref <float>( () => val, (t) => { val = t; rotation.Value = startQuaternion * Quaternion.AngleAxis(val, axis); } ); return(Cmd.Sequence( Cmd.Do(() => { startQuaternion = rotation.Value; val = 0.0f; }), Cmd.Oscillate( floatRef, amount, duration, Ease.Smooth() ) )); }
public static CommandDelegate TintTo(Ref <Color> color, Color endColor, double duration, CommandEase ease = null) { CheckArgumentNonNull(color, "color"); Color startColor = Color.white; return(Cmd.Sequence( Cmd.Do(delegate() { startColor = color.Value; }), Cmd.Duration(delegate(double t) { color.Value = Color.Lerp(startColor, endColor, (float)t); }, duration, ease) )); }
public static CommandDelegate ChangeTo(Ref <Vector2> vector, Vector2 endVector, double duration, CommandEase ease = null) { CheckArgumentNonNull(vector, "vector"); Vector2 startVector = Vector2.zero; return(Cmd.Sequence( Cmd.Do(delegate() { startVector = vector.Value; }), Cmd.Duration(delegate(double t) { vector.Value = (endVector - startVector) * (float)t + startVector; }, duration, ease) )); }
/// <summary> /// Oscillates around a value. This will animation from /// startValue > startValue + amount > startValue - amount- > startValue, /// in a smooth circular motion. /// </summary> /// <param name="amount"> /// The maximum amount to oscillate away from the default value. /// </param> public static CommandDelegate Oscillate(Ref <float> single, float amount, double duration, CommandEase ease = null) { CheckArgumentNonNull(single, "single"); float baseValue = 0f; return(Cmd.Sequence( Cmd.Do(() => baseValue = single.Value), Cmd.Duration(t => { single.Value = baseValue + Mathf.Sin((float)t * 2f * Mathf.PI) * amount; }, duration, ease) )); }
public static void TestTiming() { CommandQueue queue = new CommandQueue(); const double FIRST_Command_DURATION = 4.5; const double SECOND_Command_DURATION = 1.0; const double WAIT_DURATION = 1.5; const int REPEAT_COUNT = 8640; double lastT = 0.0; // This test ensures that between alternating CommandDurations, // there is no accumulation of error in timing. We use a repeat // here to accentuate the error. queue.Enqueue( Cmd.Repeat(REPEAT_COUNT, Cmd.Sequence( Cmd.WaitForSeconds(WAIT_DURATION), Cmd.Do(() => lastT = 0.0), Cmd.Duration((t) => { Assert.IsTrue(t <= 1.0); Assert.IsTrue(lastT <= t); lastT = t; }, FIRST_Command_DURATION), Cmd.Do(() => lastT = 0.0), Cmd.Parallel( Cmd.Duration((t) => {}, SECOND_Command_DURATION / 2.0), // The following two Duration Cmd should finish in the same Update call. Cmd.Duration((t) => {}, SECOND_Command_DURATION - (DELTA_TIME_RATE / 2.0)), Cmd.Duration((t) => { Assert.IsTrue(t <= 1.0); Assert.IsTrue(lastT <= t); lastT = t; }, SECOND_Command_DURATION) ) ) ) ); double totalTime = 0.0; while (!queue.Update(DELTA_TIME_RATE)) { totalTime += DELTA_TIME_RATE; } const double EXPECTED_TIME = (FIRST_Command_DURATION + SECOND_Command_DURATION + WAIT_DURATION) * REPEAT_COUNT; Assert.AreEqual(totalTime, EXPECTED_TIME, DELTA_TIME_RATE, "Time delta accumulation too large."); }
public static CommandDelegate TintBy(Ref <Color> color, Color offset, double duration, CommandEase ease = null) { CheckArgumentNonNull(color, "color"); double lastT = 0.0; return(Cmd.Sequence( Cmd.Do(delegate() { lastT = 0.0; }), Cmd.Duration(delegate(double t) { color.Value += offset * (float)(t - lastT); lastT = t; }, duration, ease) )); }
/// <summary> /// Performs a squash and stretch animation, while changing from a target scale. /// </summary> /// <param name="scale">The value to animate.</param> /// <param name="startScale">The scale to animate from.</param> /// <param name="amplitude">The amplitude of a squash and strech</param> /// <param name="duration">The duration of the animation</param> /// <param name="normal"> The normal of the animation. </param> /// <param name="tangent"> The tangent of the animation. </param> public static CommandDelegate ScaleSquashAndStretchFrom(Ref <Vector3> scale, Vector3 startScale, float amplitude, double duration, Vector3 normal, Vector3 tangent) { CheckArgumentNonNull(scale, "scale"); Vector3 targetScale = Vector3.zero; return(Cmd.Sequence( Cmd.Do(() => { targetScale = scale.Value; scale.Value = startScale; }), Cmd.Defer(() => Cmd.ScaleSquashAndStretchTo(scale, targetScale, amplitude, duration, normal, tangent)) )); }
public static CommandDelegate RotateFrom(Ref <Quaternion> rotation, Quaternion startRotation, double duration, CommandEase ease = null) { CheckArgumentNonNull(rotation, "rotation"); Quaternion endRotation = Quaternion.identity; return(Cmd.Sequence( Cmd.Do(delegate() { endRotation = rotation.Value; }), Cmd.Duration( delegate(double t) { rotation.Value = Quaternion.LerpUnclamped(startRotation, endRotation, (float)t); }, duration, ease) )); }
public static CommandDelegate ChangeBy(Ref <Vector2> vector, Vector2 offset, double duration, CommandEase ease = null) { CheckArgumentNonNull(vector, "vector"); double lastT = 0.0; return(Cmd.Sequence( Cmd.Do(delegate() { lastT = 0.0; }), Cmd.Duration(delegate(double t) { vector.Value += offset * (float)(t - lastT); lastT = t; }, duration, ease) )); }
/// <summary> /// Pulsates a value. /// </summary> /// <param name="amount">The amount to increase the value by.</param> public static CommandDelegate PulsateScale(Ref <float> scale, float amount, double duration) { CheckArgumentNonNull(scale, "scale"); CommandDelegate tweenBack = null; return(Cmd.Sequence( Cmd.Do(() => { // Because we don't know what the original scale is at this point, // we have to recreate the scale back tween every time. tweenBack = Cmd.ChangeTo(scale, scale.Value, duration / 2.0, Ease.Smooth()); }), Cmd.ChangeBy(scale, amount, duration / 2.0, Ease.Smooth()), Cmd.Defer(() => tweenBack) )); }
public static void TestRequire() { CommandQueue queue = new CommandQueue(); bool shouldStop = false; bool didFinish = false; int callCount = 0; queue.Enqueue( Cmd.RepeatForever( Cmd.Require(() => !shouldStop, () => Cmd.RepeatForever( Cmd.Sequence( Cmd.Do(() => callCount++), Cmd.WaitForFrames(1) ) ) ), Cmd.Do(() => didFinish = true), Cmd.WaitForFrames(1) ) ); Assert.AreEqual(callCount, 0); queue.Update(1.0f); Assert.AreEqual(callCount, 1); queue.Update(1.0f); Assert.AreEqual(callCount, 2); queue.Update(1.0f); Assert.AreEqual(callCount, 3); // Require should only re-evaluate on next update. shouldStop = true; Assert.AreEqual(didFinish, false); queue.Update(1.0f); Assert.AreEqual(callCount, 3); Assert.AreEqual(didFinish, true); queue.Update(1.0f); Assert.AreEqual(callCount, 3); Assert.AreEqual(didFinish, true); shouldStop = false; queue.Update(1.0f); Assert.AreEqual(callCount, 4); Assert.AreEqual(didFinish, true); }
/// <summary> /// Performs a squash and stretch animation, while changing to a target scale. /// </summary> /// <param name="scale">The value to animate.</param> /// <param name="endScale">The final scale.</param> /// <param name="amplitude">The amplitude of a squash and strech</param> /// <param name="duration">The duration of the animation</param> /// <param name="normal"> The normal of the animation. </param> /// <param name="tangent"> The tangent of the animation. </param> public static CommandDelegate ScaleSquashAndStretchTo(Ref <Vector3> scale, Vector3 endScale, float amplitude, double duration, Vector3 normal, Vector3 tangent) { CheckArgumentNonNull(scale, "scale"); var squashRef = Ref <Vector3> .Create(Vector3.one); var scaleRef = Ref <Vector3> .Create(); return(Cmd.Sequence( Cmd.Do(() => scaleRef.Value = scale.Value), Cmd.Parallel( SquashAndStretch(squashRef, amplitude, duration, normal, tangent), Cmd.ChangeTo(scaleRef, endScale, duration / 4, Ease.Smooth()), Cmd.Duration(t => scale.Value = Vector3.Scale(squashRef.Value, scaleRef.Value), duration) ) )); }
public static void TestWhile() { CommandQueue queue = new CommandQueue(); int i = 0; int c = 0; queue.Enqueue( Cmd.Repeat(5, Cmd.Do(() => ++ i), Cmd.While(() => i % 5 != 0, Cmd.Do(() => ++ i), Cmd.WaitForFrames(1), Cmd.Do(() => ++ c) ), Cmd.WaitForFrames(1) ) ); System.Action Update5 = () => { for (int j = 0; j < 5; ++j) { queue.Update(0f); } }; Update5(); Assert.AreEqual(i, 5); Assert.AreEqual(c, 4); Update5(); Assert.AreEqual(i, 10); Assert.AreEqual(c, 8); Update5(); Assert.AreEqual(i, 15); Assert.AreEqual(c, 12); Update5(); Assert.AreEqual(i, 20); Assert.AreEqual(c, 16); Update5(); Assert.AreEqual(i, 25); Assert.AreEqual(c, 20); }
public static CommandDelegate RotateBy(Ref <Quaternion> rotation, Quaternion offsetRotation, double duration, CommandEase ease = null) { CheckArgumentNonNull(rotation, "rotation"); double lastT = 0.0; return(Cmd.Sequence( Cmd.Do(delegate() { lastT = 0.0; }), Cmd.Duration(delegate(double t) { rotation.Value *= Quaternion.LerpUnclamped(Quaternion.identity, offsetRotation, (float)t) * Quaternion.Inverse(Quaternion.LerpUnclamped(Quaternion.identity, offsetRotation, (float)lastT)); lastT = t; }, duration, ease) )); }
public static void TestChooseRandom() { const int NUM_SELECTIONS = 1000; CommandQueue queue = new CommandQueue(); int[] selections = new int[NUM_SELECTIONS]; int i = 0; queue.Enqueue( Cmd.Repeat(NUM_SELECTIONS, Cmd.Do(() => selections[i] = 0), Cmd.ChooseRandom( Cmd.Do(() => selections[i] = 1), Cmd.Do(() => selections[i] = 2), Cmd.Do(() => selections[i] = 3), Cmd.Do(() => selections[i] = 4), Cmd.Do(() => selections[i] = 5), Cmd.Do(() => selections[i] = 6), Cmd.Do(() => selections[i] = 7), Cmd.Do(() => selections[i] = 8), Cmd.Do(() => selections[i] = 9), null ), Cmd.Do(() => i++) ) ); queue.Update(1.0f); // The chance of every number being the same is 1 / 10 ^ (NUM_SELECTIONS - 1). bool allEqual = true; for (int c = 0; c < NUM_SELECTIONS - 1; c++) { if (selections[c] != selections[c + 1]) { allEqual = false; break; } } Assert.IsTrue(!allEqual, "All numbers were equal, this is either extremely unlikely, or a bug."); }
public static CommandDelegate ScaleBy(Ref <Vector2> scale, Vector2 scaleFactor, double duration, CommandEase ease = null) { CheckArgumentNonNull(scale, "scale"); Vector2 lastScaleFactor = Vector2.one; return(Cmd.Sequence( Cmd.Do(delegate() { lastScaleFactor = Vector2.one; }), Cmd.Duration(delegate(double t) { Vector2 newScaleFactor = (float)t * (scaleFactor - Vector2.one) + Vector2.one; scale.Value = new Vector2( scale.Value.x * newScaleFactor.x / lastScaleFactor.x, scale.Value.y * newScaleFactor.y / lastScaleFactor.y ); lastScaleFactor = newScaleFactor; }, duration, ease) )); }
public static void TestRunToEnd() { CommandQueue queue = new CommandQueue(); double time = 0.0; bool started = false; bool finished = false; queue.Enqueue( Cmd.Do(() => started = true), Cmd.Duration(t => time = t, 1.0), Cmd.Do(() => finished = true) ); Assert.AreEqual(false, started); queue.RunToEnd(); Assert.AreEqual(true, started); Assert.AreEqual(1.0, time); Assert.AreEqual(true, finished); }
public static void TestPausing() { CommandQueue queue = new CommandQueue(); bool shouldBePaused = true; bool secondCommandCalled = false; queue.Enqueue( Cmd.Do(() => queue.Paused = true), Cmd.Do(() => { Assert.AreEqual(shouldBePaused, false, "Executed Command while CommandQueue paused."); secondCommandCalled = true; }) ); queue.Update(10.0); queue.Paused = false; shouldBePaused = false; queue.Update(10.0); Assert.AreEqual(secondCommandCalled, true, "Second Command never called."); }
public static CommandDelegate TintBy(Ref <Color32> color, Color32 offset, double duration, CommandEase ease = null) { CheckArgumentNonNull(color, "color"); double lastT = 0.0; return(Cmd.Sequence( Cmd.Do(delegate() { lastT = 0.0; }), Cmd.Duration(delegate(double t) { color.Value = new Color32( (byte)(color.Value.r + offset.r * (t - lastT)), (byte)(color.Value.g + offset.g * (t - lastT)), (byte)(color.Value.b + offset.b * (t - lastT)), (byte)(color.Value.a + offset.a * (t - lastT)) ); lastT = t; }, duration, ease) )); }
/// <summary> /// Wobble a value. This oscilates a value, with a decay. /// </summary> /// <param name="amplitude">Amplitude.</param> /// <param name="duration">Duration.</param> public static CommandDelegate Wobble(Ref <float> single, float amount, double duration) { CheckArgumentNonNull(single, "val"); float intervals = 3f; float decay = Mathf.Log(100f * amount); float baseVal = 0f; return(Cmd.Sequence( Cmd.Do(() => { baseVal = single.Value; }), Cmd.Duration( t => { float decayCoeef = Mathf.Exp((float)t * decay); single.Value = baseVal + amount * Mathf.Sin(intervals * (float)t * 2 * Mathf.PI) / decayCoeef; }, duration ), Cmd.Do(() => { single.Value = baseVal; }) )); }
/// <summary> /// Squashes the y axis, while inversely stretching the x axis. /// </summary> /// <param name="val">The value to animate.</param> /// <param name="amplitude">The size of the squash.</param> /// <param name="duration">The duration of the squash.</param> public static CommandDelegate SquashAndStretch(Ref <Vector2> scale, float amplitude, double duration) { CheckArgumentNonNull(scale, "scale"); Vector2 startScale = Vector2.zero; float area = 0f; Ref <float> widthRef = new Ref <float>( () => scale.Value.x, (t) => { Vector2 tempVal = scale.Value; tempVal.x = t; scale.Value = tempVal; } ); return(Cmd.Sequence( Cmd.Do(() => { area = scale.Value.x * scale.Value.y; startScale = scale.Value; }), Cmd.Parallel( Wobble(widthRef, amplitude, duration), Cmd.Duration((t) => { Vector2 tempVal = scale.Value; if (tempVal.x != 0f) { tempVal.y = area / tempVal.x; } scale.Value = tempVal; }, duration) ), Cmd.Do(() => { scale.Value = startScale; }) )); }
public static void TestWaitFrames() { int count = 0; CommandDelegate incr = Cmd.Do(() => ++ count); CommandQueue queue = new CommandQueue(); queue.Enqueue( Cmd.WaitForFrames(1), incr, Cmd.WaitForFrames(2), incr, Cmd.Repeat(3, Cmd.Sequence( Cmd.WaitForFrames(2), incr ) ) ); queue.Update(0.1); Assert.AreEqual(count, 0); queue.Update(0.1); Assert.AreEqual(count, 1); queue.Update(0.1); Assert.AreEqual(count, 1); queue.Update(0.1); Assert.AreEqual(count, 2); queue.Update(0.1); Assert.AreEqual(count, 2); queue.Update(0.1); Assert.AreEqual(count, 3); queue.Update(0.1); Assert.AreEqual(count, 3); queue.Update(0.1); Assert.AreEqual(count, 4); queue.Update(0.1); Assert.AreEqual(count, 4); }
public static void TestOrdering() { CommandQueue queue = new CommandQueue(); string lastCalled = ""; queue.Enqueue( Cmd.Do(() => { Assert.AreEqual(lastCalled, ""); lastCalled = "a"; }), Cmd.Do(() => { Assert.AreEqual(lastCalled, "a"); lastCalled = "b"; }), Cmd.Do(() => { Assert.AreEqual(lastCalled, "b"); lastCalled = "c"; // Any Command pushed to the queue now, should // execute after d. queue.Enqueue(Cmd.Do(() => { Assert.AreEqual(lastCalled, "d"); lastCalled = "e"; })); }), Cmd.Do(() => { Assert.AreEqual(lastCalled, "c"); lastCalled = "d"; }) ); // Fake time updating. while (!queue.Update(DELTA_TIME_RATE)) { } Assert.AreEqual(lastCalled, "e"); }
public static void TestOrdering() { CommandScheduler scheduler = new CommandScheduler(); int a = 0; scheduler.Add( Cmd.Sequence( Cmd.WaitForSeconds(1.0f), Cmd.Do(() => ++ a) ) ); int b = 0; scheduler.Add( Cmd.Sequence( Cmd.WaitForSeconds(1.0f), Cmd.Do(() => ++ b) ) ); scheduler.Add( Cmd.Sequence( Cmd.WaitForSeconds(1.5f), Cmd.Do(() => ++ b) ) ); Assert.AreEqual(a, 0); Assert.AreEqual(b, 0); scheduler.Update(1.0f); Assert.AreEqual(a, 1); Assert.AreEqual(b, 1); scheduler.Update(0.5f); Assert.AreEqual(a, 1); Assert.AreEqual(b, 2); }
public static void TestQueue() { CommandQueue mainQueue = new CommandQueue(); CommandQueue secondQueue = new CommandQueue(); bool firstCommandTriggered = false; bool secondCommandTriggered = false; bool thirdCommandTriggered = false; secondQueue.Enqueue( Cmd.Do(() => { Assert.IsTrue(!firstCommandTriggered); firstCommandTriggered = true; }), Cmd.Do(() => { Assert.IsTrue(firstCommandTriggered); Assert.IsTrue(!secondCommandTriggered); secondCommandTriggered = true; }), Cmd.Do(() => { Assert.IsTrue(firstCommandTriggered); Assert.IsTrue(secondCommandTriggered); Assert.IsTrue(!thirdCommandTriggered); thirdCommandTriggered = true; }) ); mainQueue.Enqueue( Cmd.Repeat(2, Cmd.Queue(secondQueue) ) ); while (!mainQueue.Update(DELTA_TIME_RATE)) { } }
public static void TestChangeTo() { const float floatEnd = 4.8f; const float floatStart = 1.2f; float floatVal = floatStart; Ref <float> floatRef = new Ref <float>( () => floatVal, t => floatVal = t ); const double doubleEnd = 3.2; const double doubleStart = 9.2; double doubleVal = doubleStart; Ref <double> doubleRef = new Ref <double>( () => doubleVal, t => doubleVal = t ); Vector2 vec2End = new Vector2(9.5f, 2.0f); Vector2 vec2Start = new Vector2(4.0f, 5.0f); Vector2 vec2Val = vec2Start; Ref <Vector2> vec2Ref = new Ref <Vector2>( () => vec2Val, t => vec2Val = t ); Vector3 vec3End = new Vector3(4.0f, 19.0f, 2.0f); Vector3 vec3Start = new Vector3(92.0f, 0.5f, 34.0f); Vector3 vec3Val = vec3Start; Ref <Vector3> vec3Ref = new Ref <Vector3>( () => vec3Val, t => vec3Val = t ); Vector4 vec4End = new Vector4(92.0f, 0.5f, 14.0f, 7.0f); Vector4 vec4Start = new Vector4(0.4f, 10.0f, 3.0f, 82.0f); Vector4 vec4Val = vec4Start; Ref <Vector4> vec4Ref = new Ref <Vector4>( () => vec4Val, t => vec4Val = t ); CommandQueue queue = new CommandQueue(); queue.Enqueue( Cmd.Repeat(2, Cmd.Parallel( Cmd.ChangeTo(floatRef, floatEnd, 1.0), Cmd.ChangeTo(doubleRef, doubleEnd, 1.0), Cmd.ChangeTo(vec2Ref, vec2End, 1.0), Cmd.ChangeTo(vec3Ref, vec3End, 1.0), Cmd.ChangeTo(vec4Ref, vec4End, 1.0) ) ) ); queue.Update(0.3); // Check basic lerping works. Assert.AreEqual(floatVal, floatEnd * 0.3f + floatStart * 0.7f, 0.01); Assert.AreEqual(doubleVal, doubleEnd * 0.3 + doubleStart * 0.7, 0.01); AreEqual(vec2Val, vec2End * 0.3f + vec2Start * 0.7f, 0.01f); AreEqual(vec3Val, vec3End * 0.3f + vec3Start * 0.7f, 0.01f); AreEqual(vec4Val, vec4End * 0.3f + vec4Start * 0.7f, 0.01f); // Reset the vals to zero. Checks that 'ChangeTo' will force itself back on // track. floatVal = 0.0f; doubleVal = 0.0; vec2Val = Vector2.zero; vec3Val = Vector3.zero; vec4Val = Vector4.zero; queue.Update(0.2); // Completes the offset Assert.AreEqual(floatVal, floatEnd * 0.5f + floatStart * 0.5f, 0.01); Assert.AreEqual(doubleVal, doubleEnd * 0.5 + doubleStart * 0.5, 0.01); AreEqual(vec2Val, vec2End * 0.5f + vec2Start * 0.5f, 0.01f); AreEqual(vec3Val, vec3End * 0.5f + vec3Start * 0.5f, 0.01f); AreEqual(vec4Val, vec4End * 0.5f + vec4Start * 0.5f, 0.01f); queue.Update(0.5); Assert.AreEqual(floatVal, floatEnd, 0.01f); Assert.AreEqual(doubleVal, doubleEnd, 0.01); AreEqual(vec2Val, vec2End, 0.01f); AreEqual(vec3Val, vec3End, 0.01f); AreEqual(vec4Val, vec4End, 0.01f); queue.Update(0.5); // Check that it doesn't move once it has reached it's final position. Assert.AreEqual(floatVal, floatEnd, 0.01f); Assert.AreEqual(doubleVal, doubleEnd, 0.01); AreEqual(vec2Val, vec2End, 0.01f); AreEqual(vec3Val, vec3End, 0.01f); AreEqual(vec4Val, vec4End, 0.01f); Rect rectEnd = new Rect(-1.0f, 1.0f, 5.0f, 5.0f); Rect rectStart = new Rect(0.0f, 2.0f, 6.0f, 6.0f); Rect rectVal = new Rect(); Ref <Rect> rectRef = new Ref <Rect>( () => { return(rectVal); }, t => { rectVal = t; } ); Vector2 firstAnchor = new Vector2(0.0f, 0.0f); Vector2 secondAnchor = new Vector2(1.0f, 0.0f); Vector3 thirdAnchor = new Vector2(0.0f, 1.0f); Vector2 forthAnchor = new Vector2(1.0f, 1.0f); CommandDelegate reset = Cmd.Do(() => { rectVal = rectStart; }); queue = new CommandQueue(); queue.Enqueue( reset, Cmd.ChangeTo(rectRef, rectEnd, 1.0, firstAnchor), Cmd.WaitForFrames(1), reset, Cmd.ChangeTo(rectRef, rectEnd, 1.0, secondAnchor), Cmd.WaitForFrames(1), reset, Cmd.ChangeTo(rectRef, rectEnd, 1.0, thirdAnchor), Cmd.WaitForFrames(1), reset, Cmd.ChangeTo(rectRef, rectEnd, 1.0, forthAnchor) ); // Test the top left corner. queue.Update(0.5); AreEqual(rectVal, new Rect( -0.5f, 1.5f, (rectStart.width + rectEnd.width) * 0.5f, (rectStart.height + rectEnd.height) * 0.5f), 0.001f ); queue.Update(0.5); AreEqual(rectVal, rectEnd, 0.001f); queue.Update(0.0f); // Test the top right corner. queue.Update(0.3); AreEqual(rectVal, new Rect( 5.4f - 5.7f, 1.7f, rectStart.width * 0.7f + rectEnd.width * 0.3f, rectStart.height * 0.7f + rectEnd.height * 0.3f), 0.001f ); queue.Update(0.7); AreEqual(rectVal, rectEnd, 0.001f); queue.Update(0.0f); // Test the bottom left corner. queue.Update(0.4); AreEqual(rectVal, new Rect( -0.4f, 7.2f - 5.6f, rectStart.width * 0.6f + rectEnd.width * 0.4f, rectStart.height * 0.6f + rectEnd.height * 0.4f), 0.001f ); queue.Update(0.6); AreEqual(rectVal, rectEnd, 0.001f); queue.Update(0.0f); // Test the bottom right corner. queue.Update(0.4); AreEqual(rectVal, new Rect( 5.2f - 5.6f, 7.2f - 5.6f, rectStart.width * 0.6f + rectEnd.width * 0.4f, rectStart.height * 0.6f + rectEnd.height * 0.4f), 0.001f ); queue.Update(0.6); AreEqual(rectVal, rectEnd, 0.001f); queue.Update(0.0f); }