protected float SmoothLerp(float value, SMOOTH_TYPE mode) { float smooth = value; switch (mode) { case SMOOTH_TYPE.NONE: break; case SMOOTH_TYPE.EASE_IN: smooth = 1f - Mathf.Cos(value * Mathf.PI * 0.5f); break; case SMOOTH_TYPE.EASE_OUT: smooth = Mathf.Sin(value * Mathf.PI * 0.5f); break; case SMOOTH_TYPE.EXPONENTIAL: smooth = value * value; break; case SMOOTH_TYPE.STEP_SMOOTH: smooth = value * value * (3f - 2f * value); break; case SMOOTH_TYPE.STEP_SMOOTHER: smooth = value * value * value * (value * (6f * value - 15f) + 10f); break; } return(smooth); }
public AbstractLerper(T start, T end, float lerpTime, SMOOTH_TYPE smoothType = SMOOTH_TYPE.NONE) { this.start = start; this.end = end; this.lerpTime = lerpTime; this.smoothType = smoothType; Reached = false; }
public AbstractLerper(float lerpTime, SMOOTH_TYPE smoothType = SMOOTH_TYPE.NONE) { this.lerpTime = lerpTime; this.smoothType = smoothType; Reached = false; }
public ColorLerper(Color start, Color end, float lerpTime, SMOOTH_TYPE smoothType = SMOOTH_TYPE.NONE) : base(start, end, lerpTime, smoothType) { }
public ColorLerper(float lerpTime, SMOOTH_TYPE smoothType = SMOOTH_TYPE.NONE) : base(lerpTime, smoothType) { }
public Vector3Lerper(Vector3 start, Vector3 end, float lerpTime, SMOOTH_TYPE smoothType = SMOOTH_TYPE.NONE) : base(start, end, lerpTime, smoothType) { }
public FloatLerper(float start, float end, float lerpTime, SMOOTH_TYPE smoothType = SMOOTH_TYPE.NONE) : base(start, end, lerpTime, smoothType) { }