Exemple #1
0
        public static Sequence Shake(FGetter <Vector3> getter, FSetter <Vector3> setter, Vector3 offset, float time, Vector3 strength, int vibrato = 2, float randomness = 2, bool fade = true, Random rnd = null)
        {
            if (rnd == null)
            {
                rnd = new Random();
            }

            Sequence seq      = new Sequence();
            int      steps    = vibrato + 1;
            int      equality = rnd.Next(0, 2);

            for (int i = 1; i <= steps; i++)
            {
                Vector3 random = FlaxEngine.Utilities.Extensions.NextVector3(rnd, -randomness, randomness);
                Vector3 endVal = random + strength * (i % 2 == equality ? -1 : 1);
                float   dur    = time / steps;
                if (fade)
                {
                    endVal = endVal * (1 - (i / steps));
                    dur    = ((2 * time - 2 * (steps + 1)) / (steps * (steps + 1))) * i;
                    Debug.Log(dur);
                }
                if (i == 1)
                {
                    dur /= 2;
                }
                else if (i == steps)
                {
                    dur   /= 2;
                    endVal = Vector3.Zero;
                }
                seq.Append(new Vector3FTweener(getter, setter, endVal + offset, dur).SetEase(Ease.Linear));
            }
            return(seq);
        }
Exemple #2
0
        public static Sequence Jump(FGetter <Vector2> getter, FSetter <Vector2> setter, Vector2 offset, float time, Vector2 strength, int jumps = 10, float randomness = 90, Random rnd = null)
        {
            if (rnd == null)
            {
                rnd = new Random();
            }

            Sequence seq      = new Sequence();
            int      steps    = jumps * 2;
            int      equality = rnd.Next(0, 2);

            for (int i = 1; i <= steps; i++)
            {
                Vector2 random = FlaxEngine.Utilities.Extensions.NextVector2(rnd, -randomness, randomness);
                Vector2 endVal = (i % 2 == 0 ? Vector2.Zero : random) + strength * (i % 2 == 0 ? 0 : 1);
                float   dur    = time / steps;
                seq.Append(new Vector2FTweener(getter, setter, endVal + offset, dur).SetEase(Ease.Linear));
            }

            return(seq);
        }
Exemple #3
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 public QuaternionFTweener(FGetter <Quaternion> getter, FSetter <Quaternion> setter, Quaternion end, float time) : base(getter, setter, end, time)
 {
 }
Exemple #4
0
 public static Sequence Jump(FGetter <Vector2> getter, FSetter <Vector2> setter, Vector2 offset, float time, float strength = 90, int jumps = 10, float randomness = 90, Random rnd = null)
 {
     return(Jump(getter, setter, offset, time, new Vector2(strength), jumps, randomness, rnd));
 }
Exemple #5
0
 public static Sequence Shake(FGetter <Vector2> getter, FSetter <Vector2> setter, Vector2 offset, float time, float strength = 2, int vibrato = 2, float randomness = 2, bool fade = true, Random rnd = null)
 {
     return(Shake(getter, setter, offset, time, new Vector2(strength), vibrato, randomness, fade, rnd));
 }
Exemple #6
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 public Vector2FTweener(FGetter <Vector2> getter, FSetter <Vector2> setter, Vector2 end, float time) : base(getter, setter, end, time)
 {
 }
Exemple #7
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 public ColorFTweener(FGetter <Color> getter, FSetter <Color> setter, Color end, float time) : base(getter, setter, end, time)
 {
 }
Exemple #8
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 public FloatFTweener(FGetter <float> getter, FSetter <float> setter, float end, float time) : base(getter, setter, end, time)
 {
 }