//Bounce static private float BounceIn(TimeFluctProcessState mine, TimeFluct timeFluct, float count, float startPos, float endPos, float regulation_time) { //計算 TimeFluct tempTimeFluct = new TimeFluct(); tempTimeFluct.GetProcessState().state_ = TimeFluctProcess.Bounce; float result = tempTimeFluct.OutFluct(regulation_time - count, startPos, endPos, regulation_time); return(timeFluct.GetRange() - result + timeFluct.GetStartPos_Archive()); }
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()); } }