public void State_lowerdown_Update() { float dt = FrameController.DT(); if (riseupTimer_ <= riseupTime_) { riseupTimer_ += dt; trans_.SetPositionY(MMath.Cerp(upperTrans_.position.y, lowerTrans_.position.y, riseupTimer_ / riseupTime_)); } if (startupTimer_ <= shutdownTime_) { startupTimer_ += dt; revTime_ = MMath.Lerp(revFinalTime_, 50, startupTimer_ / shutdownTime_); revInc_ = 360.0f / revTime_; } if (riseupTimer_ > riseupTime_ && startupTimer_ > shutdownTime_) { smc.SetState(end); } //else if(riseupTimer_ >= riseupTime_ + transitionTime_) // smc.SetState(riseup); trans_.RotateAround(0, 1, 0, revInc_ * dt); }
public void OnUpdate() { zone.ClampObjectToBounds(gameObject); //paper shuffle if (isBeingHeld && Input.GetHeld(0, "MouseRClick") == 1.0f) { //reset acquired acquiredVelocity = new Vector3(0.0f); acquiredVelocity.X += Input.GetMouseDeltaX() * FrameController.DT() * 0.02f; acquiredVelocity.Z += -Input.GetMouseDeltaY() * FrameController.DT() * 0.02f; velocityAccumulator = 0; velocity = acquiredVelocity; } else { velocityAccumulator += FrameController.DT(); velocityAccumulator = MMath.Clamp01(velocityAccumulator); velocity.X = MMath.Lerp(acquiredVelocity.X, 0, velocityAccumulator); velocity.Z = MMath.Lerp(acquiredVelocity.Z, 0, velocityAccumulator); } gameObject.transform.Translate(velocity); gameObject.transform.SetPositionY(changeY * (gameObject.transform.position.z - initialZ) + initialY); //reset held if (isBeingHeld) { if (Input.GetReleased(0, "MouseRClick") == 1.0f) { isBeingHeld = false; } } }
public static Vector3 LerpVector(Vector3 start, Vector3 end, float percent) { Vector3 result = new Vector3(); result.X = MMath.Lerp(start.X, end.X, percent); result.Y = MMath.Lerp(start.Y, end.Y, percent); result.Z = MMath.Lerp(start.Z, end.Z, percent); return(result); }
void State_Sprinting_Update() { if (sprintDirection) { playerCamera.transform.rotation.Angles.z = MMath.Lerp(begAngle, -0.1f, sprinting.GetPercentageTime()); } else { playerCamera.transform.rotation.Angles.z = MMath.Lerp(begAngle, 0.1f, sprinting.GetPercentageTime()); } }
void S_turningon_Update() { turningon.MaxTimeInState = hunting.MaxTimeInState; mlight.mIntensity = MMath.Lerp(0.0f, 1.0f, turningon.GetPercentageTime()); }