public IEnumerator ScaleWithTime(Transform extrudedCell, float timeToMove) { // Debug.Log("here"); var t = 0f; while (t < 1) { t += Time.deltaTime / timeToMove; float eased = Easings.BounceEaseOut(t); Vector3 targetScale = Vector3.one; extrudedCell.localScale = Vector3.Lerp(Vector3.zero, targetScale, eased); yield return(null); } //once it gets here, set true finishedAnimating = true; //let skyscraper script we already re aligned thisc ell //GetComponent<SkyscraperFromVoronoiCell>().cellReAligned = true; //alos, set parent cell at height of extruded cell //transform.position += Vector3.up *depth;//was mucking up splines //start build control GameObject.FindGameObjectWithTag("Code").GetComponent <BuildControl>().readyToBuild = true; if (showTints) { ShowTints(); } }
// Token: 0x06000020 RID: 32 RVA: 0x00002754 File Offset: 0x00000954 public static float BounceEaseInOut(float p) { if (p < 0.5f) { return(0.5f * Easings.BounceEaseIn(p * 2f)); } return(0.5f * Easings.BounceEaseOut(p * 2f - 1f) + 0.5f); }
IEnumerator slide() { Vector3 targetPos; targetPos = panel.anchoredPosition; float startPos; float endPos; if (type == slideType.upDown) { startPos = panel.anchoredPosition.y; } else { startPos = panel.anchoredPosition.x; } if (toggle.isOn) { endPos = inPos; } else { endPos = outPos; } float startTime = Time.time; float progress = 0; while (progress < 1) { progress = (Time.time - startTime) / slideTime; float easedProgress = Easings.BounceEaseOut(progress); float progressPos = Mathf.Lerp(startPos, endPos, easedProgress); if (type == slideType.upDown) { targetPos.y = progressPos; } else { targetPos.x = progressPos; } panel.anchoredPosition = targetPos; yield return(null); } }
void Update() { if (roll) { float timeSinceStarted = Time.time - timeInterpolationStarted; float percentageComplete = timeSinceStarted / interpolationDuration; transform.position = new Vector2(startPos.x + xOffset * Easings.QuadraticEaseOut(percentageComplete), startPos.y + yOffset * Easings.BounceEaseOut(percentageComplete)); if (percentageComplete >= 1f) { Stop(); } } }
// Token: 0x06000001 RID: 1 RVA: 0x00002050 File Offset: 0x00000250 public static float Interpolate(float p, Easings.Functions function) { switch (function) { default: return(Easings.Linear(p)); case Easings.Functions.QuadraticEaseIn: return(Easings.QuadraticEaseIn(p)); case Easings.Functions.QuadraticEaseOut: return(Easings.QuadraticEaseOut(p)); case Easings.Functions.QuadraticEaseInOut: return(Easings.QuadraticEaseInOut(p)); case Easings.Functions.CubicEaseIn: return(Easings.CubicEaseIn(p)); case Easings.Functions.CubicEaseOut: return(Easings.CubicEaseOut(p)); case Easings.Functions.CubicEaseInOut: return(Easings.CubicEaseInOut(p)); case Easings.Functions.QuarticEaseIn: return(Easings.QuarticEaseIn(p)); case Easings.Functions.QuarticEaseOut: return(Easings.QuarticEaseOut(p)); case Easings.Functions.QuarticEaseInOut: return(Easings.QuarticEaseInOut(p)); case Easings.Functions.QuinticEaseIn: return(Easings.QuinticEaseIn(p)); case Easings.Functions.QuinticEaseOut: return(Easings.QuinticEaseOut(p)); case Easings.Functions.QuinticEaseInOut: return(Easings.QuinticEaseInOut(p)); case Easings.Functions.SineEaseIn: return(Easings.SineEaseIn(p)); case Easings.Functions.SineEaseOut: return(Easings.SineEaseOut(p)); case Easings.Functions.SineEaseInOut: return(Easings.SineEaseInOut(p)); case Easings.Functions.CircularEaseIn: return(Easings.CircularEaseIn(p)); case Easings.Functions.CircularEaseOut: return(Easings.CircularEaseOut(p)); case Easings.Functions.CircularEaseInOut: return(Easings.CircularEaseInOut(p)); case Easings.Functions.ExponentialEaseIn: return(Easings.ExponentialEaseIn(p)); case Easings.Functions.ExponentialEaseOut: return(Easings.ExponentialEaseOut(p)); case Easings.Functions.ExponentialEaseInOut: return(Easings.ExponentialEaseInOut(p)); case Easings.Functions.ElasticEaseIn: return(Easings.ElasticEaseIn(p)); case Easings.Functions.ElasticEaseOut: return(Easings.ElasticEaseOut(p)); case Easings.Functions.ElasticEaseInOut: return(Easings.ElasticEaseInOut(p)); case Easings.Functions.BackEaseIn: return(Easings.BackEaseIn(p)); case Easings.Functions.BackEaseOut: return(Easings.BackEaseOut(p)); case Easings.Functions.BackEaseInOut: return(Easings.BackEaseInOut(p)); case Easings.Functions.BounceEaseIn: return(Easings.BounceEaseIn(p)); case Easings.Functions.BounceEaseOut: return(Easings.BounceEaseOut(p)); case Easings.Functions.BounceEaseInOut: return(Easings.BounceEaseInOut(p)); } }
// Token: 0x0600001E RID: 30 RVA: 0x000026C2 File Offset: 0x000008C2 public static float BounceEaseIn(float p) { return(1f - Easings.BounceEaseOut(1f - p)); }
// Update is called once per frame void Update() { if (personalLabel == null) { personalLabel = Instantiate(latexLabel); personalLabel.transform.parent = canvas.transform; personalLabel.GetComponent <TEXDraw>().text = labelText; } switch (state) { case OPEN: y = openY * scale; break; case CLOSED: y = closeY * scale; break; case OPENING: //y += Time.deltaTime * moveSpeed; timeLeft -= Time.deltaTime; y = closeY * scale + Easings.BounceEaseOut((moveTimer - timeLeft) / moveTimer) * (openY * scale - closeY * scale); // if(y >= openY * scale) if (timeLeft <= 0) { y = openY * scale; state = OPEN; if (onAnimEnd != null) { onAnimEnd(); } } break; case CLOSING: //y -= Time.deltaTime * moveSpeed; timeLeft -= Time.deltaTime; y = openY * scale - Easings.BounceEaseOut((moveTimer - timeLeft) / moveTimer) * (openY * scale - closeY * scale); //if (y <= closeY * scale) if (timeLeft <= 0) { y = closeY * scale; state = CLOSED; if (onAnimEnd != null) { onAnimEnd(); } } break; } Vector3 pos = top.transform.localPosition; pos.y = y; top.transform.localPosition = pos; pos = bottom.transform.localPosition; pos.y = -y; bottom.transform.localPosition = pos; //latexLabel.transform.position = Camera.main.WorldToScreenPoint(pos); RectTransform rt = personalLabel.GetComponent <RectTransform>(); pos += gameObject.transform.position; rt.position = Camera.main.WorldToScreenPoint(pos); }
public static float BounceEaseInOut(float p) { return((double)p < 0.5 ? 0.5f * Easings.BounceEaseIn(p * 2f) : (float)(0.5 * (double)Easings.BounceEaseOut((float)((double)p * 2.0 - 1.0)) + 0.5)); }