// Adjust public static float Adjust( float time01, E_LerpType lerpType ) { switch( lerpType ) { case E_LerpType.SmoothStep: time01 = time01 * time01 * ( 3 - ( 2 * time01 ) ); break; case E_LerpType.SmootherStep: time01 = time01 * time01 * time01 * ( time01 * ( ( time01 * 6 ) - 15 ) + 10 ); break; case E_LerpType.Sin: time01 = (float)Math.Sin( time01 * Math.PI ); break; case E_LerpType.BounceOnceSmooth: { bool down = ( time01 >= 0.5f ); if ( down ) time01 -= 0.5f; time01 *= 2.0f; if ( down ) time01 = 1.0f - time01; time01 = time01 * time01 * ( 3 - ( 2 * time01 ) ); break; } } return time01; }
public TimelineEffect_EffectParamF( float from, float to, E_LerpType lerpType ) : base(from, to, lerpType) { }
public TimelineEffect_ColorLerp( SpriteColors colorTo, E_LerpType lerpType ) : base(0.0f, 1.0f, lerpType) { ColorTo = colorTo; }
public FontEffect_ColorLerp( float spriteChangeTime, float spriteUpdateTime, float waitTime, SpriteColors colors, E_LerpType lerpType ) : base(spriteChangeTime, spriteUpdateTime, waitTime) { Colors = colors; LerpType = lerpType; }
public TimelineEffect_TextureUV( int slot, float from, float to, E_LerpType lerpType ) : base(from, to, lerpType) { Slot = slot; }
public TimelineEffect_SizeZ( float from, float to, E_LerpType lerpType ) : base(from, to, lerpType) { }
public TimelineEffect_PositionY( float from, float to, E_LerpType lerpType ) : base(from, to, lerpType) { }
public TimelineEffect_MenuDirectionX( float from, float to, E_LerpType lerpType ) : base(from, to, lerpType) { }
public TimelineEffect_ColorLerp(SpriteColors colorTo, E_LerpType lerpType) : base(0.0f, 1.0f, lerpType) { ColorTo = colorTo; }
public TimelineEffect_RotationZ(float from, float to, E_LerpType lerpType) : base(from, to, lerpType) { }
public TimelineEffect_PositionY(float from, float to, E_LerpType lerpType) : base(from, to, lerpType) { }
public FontEffect_ColorLerp(float spriteChangeTime, float spriteUpdateTime, float waitTime, SpriteColors colors, E_LerpType lerpType) : base(spriteChangeTime, spriteUpdateTime, waitTime) { Colors = colors; LerpType = lerpType; }
public FontEffect_Alpha(float spriteChangeTime, float spriteUpdateTime, float waitTime, E_LerpType lerpType) : base(spriteChangeTime, spriteUpdateTime, waitTime) { LerpType = lerpType; }
public FontEffect_Scale(float spriteChangeTime, float spriteUpdateTime, float waitTime, float scaleFromX, float scaleToX, float scaleFromY, float scaleToY, E_LerpType lerpType) : base(spriteChangeTime, spriteUpdateTime, waitTime) { ScaleFromX = scaleFromX; ScaleToX = scaleToX; ScaleFromY = scaleFromY; ScaleToY = scaleToY; LerpType = lerpType; }
public FontEffect_Scale( float spriteChangeTime, float spriteUpdateTime, float waitTime, float scaleFromX, float scaleToX, float scaleFromY, float scaleToY, E_LerpType lerpType ) : base(spriteChangeTime, spriteUpdateTime, waitTime) { ScaleFromX = scaleFromX; ScaleToX = scaleToX; ScaleFromY = scaleFromY; ScaleToY = scaleToY; LerpType = lerpType; }
public TimelineEffect_FontStyleTrackingPercentage( FontStyle fontStyle, float from, float to, E_LerpType lerpType ) : base(from, to, lerpType) { FontStyle = fontStyle; }
public TimelineEffect_Intensity( float from, float to, E_LerpType lerpType ) : base(from, to, lerpType) { }
public TimelineEffect_Alpha(float from, float to, E_LerpType lerpType) : base(from, to, lerpType) { }
public TimelineEffect_Intensity(float from, float to, E_LerpType lerpType) : base(from, to, lerpType) { }
public TimelineEffect_EffectParamF(float from, float to, E_LerpType lerpType) : base(from, to, lerpType) { }
public TimelineEffect_RotationZ( float from, float to, E_LerpType lerpType ) : base(from, to, lerpType) { }
public TimelineEffect_TextureUV(int slot, float from, float to, E_LerpType lerpType) : base(from, to, lerpType) { Slot = slot; }
public TimelineEffect_TextureSV( int slot, float from, float to, E_LerpType lerpType ) : base(slot, from, to, lerpType) { }
public TimelineEffect_TextureSU(int slot, float from, float to, E_LerpType lerpType) : base(slot, from, to, lerpType) { }
public TimelineEffect( float from, float to, E_LerpType lerpType ) { From = from; To = to; Value = 0.0f; LerpType = lerpType; }
public FontEffect_Alpha( float spriteChangeTime, float spriteUpdateTime, float waitTime, E_LerpType lerpType ) : base(spriteChangeTime, spriteUpdateTime, waitTime) { LerpType = lerpType; }