Exemple #1
0
        public static Velocity CalcStartVelocity(this IAnimator animator, float distance)
        {
            var pos1 = animator.CalcPosition(0.0f, distance);
            var pos2 = animator.CalcPosition((float)Anime.TimeDelta, distance);

            return(Velocity.FromPerSecond((pos2 - pos1) * distance / Anime.TimeDelta));
        }
Exemple #2
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        public static Velocity CalculateStartVelocity(this ITween tween, float distance)
        {
            var pos1 = tween.CalculatePosition(0.0f, distance);
            var pos2 = tween.CalculatePosition((float)Tweener.TIME_DELTA, distance);

            return(Velocity.FromPerSecond((pos2 - pos1) * distance / Tweener.TIME_DELTA));
        }
Exemple #3
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        public static Velocity CalcFinishVelocity(this IAnimator animator, float distance)
        {
            var finishTime = animator.CalcFinishTime(distance);
            var pos1       = animator.CalcPosition(finishTime - (float)Anime.TimeDelta, distance);
            var pos2       = animator.CalcPosition(finishTime, distance);

            return(Velocity.FromPerSecond((pos2 - pos1) * distance / Anime.TimeDelta));
        }
Exemple #4
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        public static Velocity CalculateFinishVelocity(this ITween tween, float distance)
        {
            var finishTime = tween.CalculateFinishTime(distance);
            var pos1       = tween.CalculatePosition(finishTime - (float)Tweener.TIME_DELTA, distance);
            var pos2       = tween.CalculatePosition(finishTime, distance);

            return(Velocity.FromPerSecond((pos2 - pos1) * distance / Tweener.TIME_DELTA));
        }
Exemple #5
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        private void Sample14()
        {
            Anime.PlayRelative(new Vector3(-5f, 0.75f, 0f), new Vector3(5f, 0f, 0f),
                               Easing.InCubic(Velocity.FromPerSecond(2f)))
            .PlayRelative(new Vector3(5f, 0f, 0f), Easing.OutCubic(Velocity.FromPerSecond(2f)))
            .SubscribeToPosition(cube);

            Anime.PlayRelative(new Vector3(-5f, -0.75f, 0f), new Vector3(5f, 0f, 0f),
                               Easing.InCubic(Velocity.FromPerSecond(2f)))
            .PlayRelative(new Vector3(5f, 0f, 0f), Easing.OutCubic(Velocity.FromPerSecond(2f)))
            .SubscribeToPosition(cube2);
        }