Esempio n. 1
0
        private void Update()
        {
            // SEの音量を設定.
            m_seSource.volume = m_defaultSEVolume;

            // BGMのフェード処理.
            if (m_fadeTime > 0f)
            {
                m_volumeRate += Time.deltaTime * m_multiply / m_fadeTime;
                m_volumeRate  = Mathf.Clamp01(m_volumeRate);
            }
            else
            {
                m_volumeRate = (m_nextBGM == null) ? 1f : 0f;
            }

            // BGMの音量が0になったら、次のBGMに切り替え.
            if (m_volumeRate == 0f && m_nextBGM != null)
            {
                m_bgmSource.clip = m_nextBGM;
                m_bgmSource.Play();
                m_multiply = 1f;
                m_nextBGM  = null;
            }

            m_bgmSource.loop   = m_loop;
            m_bgmSource.volume = Mathf.Lerp(0f, m_defaultBGMVolume, m_fadeCurve.Evaluate(m_volumeRate));
        }
Esempio n. 2
0
        public IEnumerator PlayEffect(Vector2Int position, float delay, Action callback = null)
        {
            m_transform = m_transform ?? transform;

            m_transform.position = new Vector3(position.x, position.y, 0f);
            var startPos = m_transform.position + Vector3.up * m_moveRangeY.x;
            var endPos   = m_transform.position + Vector3.up * m_moveRangeY.y;

            m_transform.localScale = m_start;
            yield return(new WaitForSeconds(delay));

            //終わりを合わせるための再生速度の計算
            var notWaitAnimTime     = 1 / m_animationSpeed;
            var calcedAnimTime      = notWaitAnimTime - delay;
            var calcedAnimSpeedRate = 1 / calcedAnimTime;

            float t = 0f;

            while (t < 1f)
            {
                t += Time.deltaTime * calcedAnimSpeedRate;
                m_transform.position   = Vector3.LerpUnclamped(startPos, endPos, m_movingCurve.Evaluate(t));
                m_transform.localScale = Vector3.LerpUnclamped(m_start, m_end, m_curve.Evaluate(t));
                yield return(null);
            }

            m_transform.localScale = m_end;
            callback?.Invoke();
        }
Esempio n. 3
0
        private IEnumerator SetAlphaCoroutine(float startAlpha, float endAlpha, bool activeAtEnd = true)
        {
            Image.gameObject.SetActive(true);
            SetAlpha(startAlpha);

            float timer = 0f;

            while (timer < m_fadeTime)
            {
                timer += Time.deltaTime;
                SetAlpha(m_curve.Evaluate(Mathf.Lerp(startAlpha, endAlpha, timer / m_fadeTime)));
                yield return(null);
            }

            SetAlpha(endAlpha);
            Image.gameObject.SetActive(activeAtEnd);
        }
Esempio n. 4
0
        IEnumerator StartAnim()
        {
            transform.localScale = m_start;
            var waittime = UnityEngine.Random.Range(m_beforeNoiseRenge.x, m_beforeNoiseRenge.y);

            yield return(new WaitForSeconds(waittime));

            //終わりを合わせるための再生速度の計算
            var notWaitAnimTime     = 1 / m_animationSpeed;
            var calcedAnimTime      = notWaitAnimTime - waittime;
            var calcedAnimSpeedRate = 1 / calcedAnimTime;

            PlaySE();
            float t = 0f;

            while (t < 1f)
            {
                t += Time.deltaTime * calcedAnimSpeedRate;
                transform.localScale = Vector3.LerpUnclamped(m_start, m_end, m_curve.Evaluate(t));
                yield return(null);
            }

            transform.localScale = m_end;
        }
Esempio n. 5
0
        public T Update()
        {
            if (!EqualityComparer <T> .Default.Equals(TargetValue, m_targetValue))
            {
                Initialize(m_currentValue);
            }

            m_timer       += Time.deltaTime;
            m_currentValue = (m_timer >= m_duration) ? TargetValue : Lerp(m_startValue, m_targetValue, m_curve.Evaluate(Mathf.Clamp01(m_timer / m_duration)));
            return(m_currentValue);
        }
Esempio n. 6
0
 private T Interpolate(T start, T end, float t)
 {
     return(Lerp(start, end, m_curve.Evaluate(t)));
 }
Esempio n. 7
0
        private T GetCurrentValue()
        {
            float rate = Mathf.Clamp01(m_timer / m_duration);

            return(Lerp(m_startValue, m_targetValue, m_curve.Evaluate(rate)));
        }
        public IEnumerator Animation()
        {
            while (NowAnimation)
            {
                yield return(null);
            }
            NowAnimation = true;
            targetRectTr.localPosition = m_start_slideIn;

            float t = 0f;

            while (t < 1f)
            {
                t += Time.deltaTime * m_animationSpeed;
                targetRectTr.localPosition = Vector3.LerpUnclamped(m_start_slideIn, m_end_slideIn, m_curve.Evaluate(t));
                yield return(null);
            }

            targetRectTr.localPosition = m_end_slideIn;

            yield return(null);

            NowAnimation = false;
        }
Esempio n. 9
0
        private IEnumerator MoveCoroutine()
        {
            float timer = 0f;

            while (timer < m_time)
            {
                timer += Time.deltaTime;
                float rate = Mathf.Clamp01(timer / m_time);
                m_transform.position = Vector3.LerpUnclamped(m_startPositon, m_startPositon + m_movement, m_curve.Evaluate(rate));
                yield return(null);
            }
            m_transform.position = m_startPositon;
            gameObject.SetActive(false);
        }