public void Align() { // Setup. lineRenderer = this.GetComponent <LineRenderer>(); samples = new EPPZEasing_Samples(); // Set values. samples.easing = EPPZEasing.EasingForType(easingType); samples.count = count; samples.Calculate(); // Set renderers. lineRenderer.SetVertexCount(count); nameTextMesh.text = samples.easing.name; descriptionTextMesh.text = samples.easing.description; algorithmTextMesh.text = samples.easing.algorithm; simplifiedAlgorithmTextMesh.text = samples.easing.simplifiedAlgorithm; // Align line renderer vertices. float input = 0.0f; float value = 0.0f; for (int index = 0; index < samples.count; index++) { input = (float)index * samples.spacing; value = samples.samples[index]; lineRenderer.SetPosition(index, new Vector3(input, value, 0.0f)); } }
public static float ValueWithEasingType(this float this_, EPPZEasing.EasingType easingType) { return(EPPZEasing.EasingForType(easingType).ValueForInput(this_)); }