//moveObjectのx軸をmoveFluctで移動させる
        static public void ObjectInFluctUpdatePosX(GameObject moveObject, TimeFluct moveFluct, float endValue, float count, float regulation)
        {
            Vector3 objectPos = moveObject.transform.localPosition;

            objectPos.x = moveFluct.InFluct(count, objectPos.x, endValue, regulation);
            moveObject.transform.localPosition = objectPos;
        }
        //moveObjectのz軸をmoveFluctで回転させる
        static public void ObjectInFluctUpdateRotZ(GameObject moveObject, TimeFluct moveFluct, float endValue, float count, float regulation, float addEuler = 0)
        {
            Quaternion objectRot = moveObject.transform.localRotation;

            float angleAxis = moveFluct.InFluct(count, objectRot.eulerAngles.z + addEuler, endValue, regulation);

            moveObject.transform.localRotation = Quaternion.AngleAxis(angleAxis, new Vector3(0, 0, 1));
        }
Exemple #3
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        static private float BounceInOut(TimeFluctProcessState mine, TimeFluct timeFluct, float count, float startPos, float endPos, float regulation_time)
        {
            //計算
            if (count < regulation_time / 2)
            {
                TimeFluct tempTimeFluct = new TimeFluct();
                tempTimeFluct.GetProcessState().state_ = TimeFluctProcess.Bounce;
                float result = tempTimeFluct.InFluct(count * 2, startPos, endPos, regulation_time);

                return(result * .5f + timeFluct.GetStartPos_Archive());
            }
            else
            {
                TimeFluct tempTimeFluct = new TimeFluct();
                tempTimeFluct.GetProcessState().state_ = TimeFluctProcess.Bounce;
                float result = tempTimeFluct.OutFluct(count * 2 - regulation_time, startPos, endPos, regulation_time);

                return(result * .5f + timeFluct.GetRange() * .5f + timeFluct.GetStartPos_Archive());
            }
        }
        static public Color32 Color32InFluctUpdateAlpha(Color32 color, TimeFluct timeFluct, float endAlpha, float count, float timeRegulation)
        {
            float result = timeFluct.InFluct(count, color.a, endAlpha, timeRegulation);

            return(new Color32(color.r, color.g, color.b, (byte)result));
        }
        static public Color32 Color32InFluctUpdateBlue(Color32 color, TimeFluct timeFluct, float endBlue, float count, float timeRegulation)
        {
            float result = timeFluct.InFluct(count, color.b, endBlue, timeRegulation);

            return(new Color32(color.r, color.g, (byte)result, color.a));
        }