public Noise(Noise noise) { Seed = noise.Seed; Width = noise.Width; Height = noise.Height; Depth = noise.Depth; Frequency = noise.Frequency; Octaves = noise.Octaves; Lacunarity = noise.Lacunarity; Gain = noise.Gain; PerturbanceAmplitude = noise.PerturbanceAmplitude; PerturbanceFrequency = noise.PerturbanceFrequency; OutputStatus = noise.OutputStatus; InterpolationMode = noise.InterpolationMode; FractalMode = noise.FractalMode; Jitter = noise.Jitter; IsFractal = noise.IsFractal; IsPerturbed = noise.IsPerturbed; Index0 = noise.Index0; Index1 = noise.Index1; }
public void SetNoiseParameters(NoiseModes mode, double frequency, InterpolationModes interpolation) { NoiseMode = mode; Frequency = frequency; InterpolationMode = interpolation; Noise.SetFrequency(Frequency); Noise.SetInterp((FastNoise.Interp)(int) InterpolationMode); }
public static void RotateTowards(this Rigidbody2D rigidbody, float targetAngle, float speed, InterpolationModes interpolation) { switch (interpolation) { case InterpolationModes.Lerp: rigidbody.SetEulerAngles(rigidbody.transform.eulerAngles.LerpAngles(new Vector3(targetAngle, targetAngle, targetAngle), Time.fixedDeltaTime * speed, "Z").z); break; case InterpolationModes.Linear: rigidbody.SetEulerAngles(rigidbody.transform.eulerAngles.LerpAnglesLinear(new Vector3(targetAngle, targetAngle, targetAngle), Time.fixedDeltaTime * speed, "Z").z); break; } }
public static void RotateTowards(this Rigidbody rigidbody, Vector3 targetAngles, float speed, InterpolationModes interpolation, string axis = "XYZ") { switch (interpolation) { case InterpolationModes.Lerp: rigidbody.SetEulerAngles(rigidbody.transform.eulerAngles.LerpAngles(targetAngles, Time.fixedDeltaTime * speed, axis), axis); break; case InterpolationModes.Linear: rigidbody.SetEulerAngles(rigidbody.transform.eulerAngles.LerpAnglesLinear(targetAngles, Time.fixedDeltaTime * speed, axis), axis); break; } }
public static void TranslateTowards(this Rigidbody2D rigidbody, Vector2 targetPosition, float speed, InterpolationModes interpolation, string axis = "XY") { switch (interpolation) { case InterpolationModes.Lerp: rigidbody.SetPosition(rigidbody.transform.position.Lerp(targetPosition, Time.fixedDeltaTime * speed, axis), axis); break; case InterpolationModes.Linear: rigidbody.SetPosition(rigidbody.transform.position.LerpLinear(targetPosition, Time.fixedDeltaTime * speed, axis), axis); break; } }
public static void TranslateLocalTowards(this Transform transform, Vector3 targetPosition, float speed, InterpolationModes interpolation, string axis = "XYZ") { switch (interpolation) { case InterpolationModes.Lerp: transform.SetLocalPosition(transform.localPosition.Lerp(targetPosition, Time.deltaTime * speed, axis), axis); break; case InterpolationModes.Linear: transform.SetLocalPosition(transform.localPosition.LerpLinear(targetPosition, Time.deltaTime * speed, axis), axis); break; } }
public static void AccelerateTowards(this Rigidbody2D rigidbody, Vector2 targetAcceleration, float speed, InterpolationModes interpolation, Axis axis = Axis.XY) { switch (interpolation) { case InterpolationModes.Quadratic: rigidbody.SetVelocity(rigidbody.velocity.Lerp(targetAcceleration, Time.fixedDeltaTime * speed, axis), axis); break; case InterpolationModes.Linear: rigidbody.SetVelocity(rigidbody.velocity.LerpLinear(targetAcceleration, Time.fixedDeltaTime * speed, axis), axis); break; } }
public static void FadeTowards(this Renderer renderer, Color targetColor, float speed, InterpolationModes interpolation, bool shared, Channels channels = Channels.RGBA) { switch (interpolation) { case InterpolationModes.Quadratic: renderer.SetColor(renderer.GetColor().Lerp(targetColor, Time.deltaTime * speed, channels), shared, channels); break; case InterpolationModes.Linear: renderer.SetColor(renderer.GetColor().LerpLinear(targetColor, Time.deltaTime * speed, channels), shared, channels); break; } }
public CurveOptions() { _interpolationMode = InterpolationModes.xLinear; _yAxisType = AxisTypes.Y; _visible = true; _color = Color.Black; _lineStyle = LineStyles.Solid; _symbol = Symbols.None; _lineThickness = 2; _shouldShowLLOQ = true; _visibleInLegend = true; }
public static void RotateTowards(this Rigidbody2D rigidbody, float targetAngle, float speed, float deltaTime, InterpolationModes interpolation = InterpolationModes.Quadratic) { switch (interpolation) { case InterpolationModes.Quadratic: rigidbody.SetEulerAngle(rigidbody.transform.eulerAngles.LerpAngles(new Vector3(targetAngle, targetAngle, targetAngle), deltaTime * speed, Axes.Z).z); break; case InterpolationModes.Linear: rigidbody.SetEulerAngle(rigidbody.transform.eulerAngles.LerpAnglesLinear(new Vector3(targetAngle, targetAngle, targetAngle), deltaTime * speed, Axes.Z).z); break; } }
public static void AccelerateTowards(this Rigidbody2D rigidbody, Vector2 targetSpeed, float acceleration, float deltaTime, InterpolationModes interpolation = InterpolationModes.Quadratic, Axes axes = Axes.XY) { switch (interpolation) { case InterpolationModes.Quadratic: rigidbody.SetVelocity(rigidbody.velocity.Lerp(targetSpeed, deltaTime * acceleration, axes), axes); break; case InterpolationModes.Linear: rigidbody.SetVelocity(rigidbody.velocity.LerpLinear(targetSpeed, deltaTime * acceleration, axes), axes); break; } }
public static void TranslateTowards(this Rigidbody2D rigidbody, Vector2 targetPosition, float speed, float deltaTime, InterpolationModes interpolation = InterpolationModes.Quadratic, Axes axes = Axes.XY) { switch (interpolation) { case InterpolationModes.Quadratic: rigidbody.SetPosition(rigidbody.transform.position.ToVector2().Lerp(targetPosition, deltaTime * speed, axes), axes); break; case InterpolationModes.Linear: rigidbody.SetPosition(rigidbody.transform.position.ToVector2().LerpLinear(targetPosition, deltaTime * speed, axes), axes); break; } }
public static void FadeTowards(this Renderer renderer, float targetColor, float speed, InterpolationModes interpolation, bool shared, Channels channels = Channels.RGBA) { renderer.FadeTowards(new Color(targetColor, targetColor, targetColor, targetColor), speed, interpolation, shared, channels); }
public static void TranslateTowards(this Rigidbody rigidbody, float targetPosition, float speed, InterpolationModes interpolation, Axis axis = Axis.XYZ) { rigidbody.TranslateTowards(new Vector3(targetPosition, targetPosition, targetPosition), speed, interpolation, axis); }
public static void TranslateTowards(this Rigidbody rigidbody, Vector3 targetPosition, float speed, InterpolationModes interpolation, string axis = "XYZ") { switch (interpolation) { case InterpolationModes.Lerp: rigidbody.SetPosition(rigidbody.transform.position.Lerp(targetPosition, Time.fixedDeltaTime * speed, axis), axis); break; case InterpolationModes.Linear: rigidbody.SetPosition(rigidbody.transform.position.LerpLinear(targetPosition, Time.fixedDeltaTime * speed, axis), axis); break; } }
public static void RotateTowards(this Rigidbody rigidbody, float targetAngle, float speed, InterpolationModes interpolation, Axes axes = Axes.XYZ) { rigidbody.RotateTowards(new Vector3(targetAngle, targetAngle, targetAngle), speed, interpolation, axes); }
public static void ScaleTowards(this Transform transform, float targetScale, float speed, InterpolationModes interpolation, Axis axis = Axis.XYZ) { transform.ScaleTowards(new Vector3(targetScale, targetScale, targetScale), speed, interpolation, axis); }
public static void ScaleLocalTowards(this Transform transform, Vector3 targetScale, float speed, InterpolationModes interpolation, Axis axis = Axis.XYZ) { switch (interpolation) { case InterpolationModes.Quadratic: transform.SetLocalScale(transform.localScale.Lerp(targetScale, Time.deltaTime * speed, axis), axis); break; case InterpolationModes.Linear: transform.SetLocalScale(transform.localScale.LerpLinear(targetScale, Time.deltaTime * speed, axis), axis); break; } }
public static void TranslateTowards(this Transform transform, Vector3 targetPosition, float speed, InterpolationModes interpolation, Axis axis = Axis.XYZ) { switch (interpolation) { case InterpolationModes.Quadratic: transform.SetPosition(transform.position.Lerp(targetPosition, Time.deltaTime * speed, axis), axis); break; case InterpolationModes.Linear: transform.SetPosition(transform.position.LerpLinear(targetPosition, Time.deltaTime * speed, axis), axis); break; } }
public static void RotateTowards(this Transform transform, Vector3 targetAngles, float speed, InterpolationModes interpolation, Axis axis = Axis.XYZ) { switch (interpolation) { case InterpolationModes.Quadratic: transform.SetEulerAngles(transform.eulerAngles.LerpAngles(targetAngles, Time.deltaTime * speed, axis), axis); break; case InterpolationModes.Linear: transform.SetEulerAngles(transform.eulerAngles.LerpAnglesLinear(targetAngles, Time.deltaTime * speed, axis), axis); break; } }
public static void TranslateLocalTowards(this Transform transform, float targetPosition, float speed, InterpolationModes interpolation, Axis axis = Axis.XYZ) { transform.TranslateLocalTowards(new Vector3(targetPosition, targetPosition, targetPosition), speed, interpolation, axis); }
public static void ScaleLocalTowards(this Transform transform, Vector3 targetScale, float acceleration, InterpolationModes interpolation = InterpolationModes.Quadratic, Axes axes = Axes.XYZ) { switch (interpolation) { case InterpolationModes.Quadratic: transform.SetLocalScale(transform.localScale.Lerp(targetScale, acceleration, axes), axes); break; case InterpolationModes.Linear: transform.SetLocalScale(transform.localScale.LerpLinear(targetScale, acceleration, axes), axes); break; } }
public static void TranslateTowards(this Rigidbody2D rigidbody, float targetPosition, float speed, InterpolationModes interpolation, string axis = "XY") { rigidbody.TranslateTowards(new Vector2(targetPosition, targetPosition), speed, interpolation, axis); }
public static void TranslateTowards(this Transform transform, Vector3 targetPosition, float acceleration, InterpolationModes interpolation = InterpolationModes.Quadratic, Axes axes = Axes.XYZ) { switch (interpolation) { case InterpolationModes.Quadratic: transform.SetPosition(transform.position.Lerp(targetPosition, acceleration, axes), axes); break; case InterpolationModes.Linear: transform.SetPosition(transform.position.LerpLinear(targetPosition, acceleration, axes), axes); break; } }
public static void RotateTowards(this Rigidbody rigidbody, Vector3 targetAngles, float speed, InterpolationModes interpolation, string axis = "XYZ") { switch (interpolation) { case InterpolationModes.Quadratic: rigidbody.SetEulerAngles(rigidbody.transform.eulerAngles.LerpAngles(targetAngles, Time.fixedDeltaTime * speed, axis), axis); break; case InterpolationModes.Linear: rigidbody.SetEulerAngles(rigidbody.transform.eulerAngles.LerpAnglesLinear(targetAngles, Time.fixedDeltaTime * speed, axis), axis); break; } }
public static void FadeTowards(this Renderer renderer, float targetColor, float speed, InterpolationModes interpolation, bool shared, string channels = "RGBA") { renderer.FadeTowards(new Color(targetColor, targetColor, targetColor, targetColor), speed, interpolation, shared, channels); }
public static void RotateTowards(this Rigidbody rigidbody, float targetAngle, float speed, InterpolationModes interpolation, string axis = "XYZ") { rigidbody.RotateTowards(new Vector3(targetAngle, targetAngle, targetAngle), speed, interpolation, axis); }
public static void AccelerateTowards(this Rigidbody2D rigidbody, float targetAcceleration, float speed, InterpolationModes interpolation, Axis axis = Axis.XY) { rigidbody.AccelerateTowards(new Vector2(targetAcceleration, targetAcceleration), speed, interpolation, axis); }
public static void TranslateTowards(this Rigidbody rigidbody, float targetPosition, float speed, InterpolationModes interpolation, string axis = "XYZ") { rigidbody.TranslateTowards(new Vector3(targetPosition, targetPosition, targetPosition), speed, interpolation, axis); }
public static void FadeTowards(this Renderer renderer, float targetColor, float speed, InterpolationModes interpolation, string channels = "RGBA") { renderer.FadeTowards(new Color(targetColor, targetColor, targetColor, targetColor), speed, interpolation, false, channels); }
public static void RotateLocalTowards(this Transform transform, Vector3 targetAngles, float speed, InterpolationModes interpolation, string axis = "XYZ") { switch (interpolation) { case InterpolationModes.Lerp: transform.SetLocalEulerAngles(transform.localEulerAngles.LerpAngles(targetAngles, Time.deltaTime * speed, axis), axis); break; case InterpolationModes.Linear: transform.SetLocalEulerAngles(transform.localEulerAngles.LerpAnglesLinear(targetAngles, Time.deltaTime * speed, axis), axis); break; } }
public static void TranslateTowards(this Rigidbody2D rigidbody, float targetPosition, float speed, float deltaTime, InterpolationModes interpolation = InterpolationModes.Quadratic, Axes axes = Axes.XY) { rigidbody.TranslateTowards(new Vector2(targetPosition, targetPosition), speed, deltaTime, interpolation, axes); }
public static void FadeTowards(this Renderer renderer, float targetColor, float speed, InterpolationModes interpolation, Channels channels = Channels.RGBA) { renderer.FadeTowards(new Color(targetColor, targetColor, targetColor, targetColor), speed, interpolation, false, channels); }
public static void AccelerateTowards(this Rigidbody2D rigidbody, float targetSpeed, float acceleration, float deltaTime, InterpolationModes interpolation = InterpolationModes.Quadratic, Axes axes = Axes.XY) { rigidbody.AccelerateTowards(new Vector2(targetSpeed, targetSpeed), acceleration, deltaTime, interpolation, axes); }
public static void RotateTowards(this Transform transform, Vector3 targetAngles, float deltaTime, InterpolationModes interpolation = InterpolationModes.Quadratic, Axes axes = Axes.XYZ) { switch (interpolation) { case InterpolationModes.Quadratic: transform.SetEulerAngles(transform.eulerAngles.LerpAngles(targetAngles, deltaTime, axes), axes); break; case InterpolationModes.Linear: transform.SetEulerAngles(transform.eulerAngles.LerpAnglesLinear(targetAngles, deltaTime, axes), axes); break; } }
public static void ScaleTowards(this Transform transform, Vector3 targetScale, float speed, InterpolationModes interpolation, string axis = "XYZ") { switch (interpolation) { case InterpolationModes.Lerp: transform.SetScale(transform.lossyScale.Lerp(targetScale, Time.deltaTime * speed, axis), axis); break; case InterpolationModes.Linear: transform.SetScale(transform.lossyScale.LerpLinear(targetScale, Time.deltaTime * speed, axis), axis); break; } }
public static void FadeTowards(this Renderer renderer, Color targetColor, float speed, InterpolationModes interpolation, Channels channels = Channels.RGBA) { renderer.FadeTowards(targetColor, speed, interpolation, false, channels); }
public static void ScaleLocalTowards(this Transform transform, float targetScale, float speed, InterpolationModes interpolation, string axis = "XYZ") { transform.ScaleLocalTowards(new Vector3(targetScale, targetScale, targetScale), speed, interpolation, axis); }
public static void AccelerateTowards(this Rigidbody rigidbody, float targetAcceleration, float speed, InterpolationModes interpolation, Axes axes = Axes.XYZ) { rigidbody.AccelerateTowards(new Vector3(targetAcceleration, targetAcceleration, targetAcceleration), speed, interpolation, axes); }
public static void RotateTowards(this Transform transform, float targetAngle, float deltaTime, InterpolationModes interpolation = InterpolationModes.Quadratic, Axes axes = Axes.XYZ) { transform.RotateTowards(new Vector3(targetAngle, targetAngle, targetAngle), deltaTime, interpolation, axes); }
public static void ScaleTowards(this Transform transform, float targetScale, float acceleration, InterpolationModes interpolation = InterpolationModes.Quadratic, Axes axes = Axes.XYZ) { transform.ScaleTowards(new Vector3(targetScale, targetScale, targetScale), acceleration, interpolation, axes); }
public static void TranslateTowards(this Transform transform, float targetPosition, float acceleration, InterpolationModes interpolation = InterpolationModes.Quadratic, Axes axes = Axes.XYZ) { transform.TranslateTowards(new Vector3(targetPosition, targetPosition, targetPosition), acceleration, interpolation, axes); }
public static void TranslateTowards(this Transform transform, float targetPosition, float speed, InterpolationModes interpolation, string axis = "XYZ") { transform.TranslateTowards(new Vector3(targetPosition, targetPosition, targetPosition), speed, interpolation, axis); }
public static void TranslateTowards(this Rigidbody rigidbody, Vector3 targetPosition, float speed, InterpolationModes interpolation, Axes axes = Axes.XYZ) { switch (interpolation) { case InterpolationModes.Quadratic: rigidbody.SetPosition(rigidbody.transform.position.Lerp(targetPosition, Time.fixedDeltaTime * speed, axes), axes); break; case InterpolationModes.Linear: rigidbody.SetPosition(rigidbody.transform.position.LerpLinear(targetPosition, Time.fixedDeltaTime * speed, axes), axes); break; } }
public static void FadeTowards(this Renderer renderer, Color targetColor, float speed, InterpolationModes interpolation, string channels = "RGBA") { renderer.FadeTowards(targetColor, speed, interpolation, false, channels); }
public static void TranslateLocalTowards(this Transform transform, float targetPosition, float speed, InterpolationModes interpolation, string axis = "XYZ") { transform.TranslateLocalTowards(new Vector3(targetPosition, targetPosition, targetPosition), speed, interpolation, axis); }
public static void TranslateTowards(this Rigidbody2D rigidbody, Vector2 targetPosition, float speed, InterpolationModes interpolation, Axis axis = Axis.XY) { switch (interpolation) { case InterpolationModes.Quadratic: rigidbody.SetPosition(rigidbody.transform.position.Lerp((Vector3)targetPosition, Time.fixedDeltaTime * speed, axis), axis); break; case InterpolationModes.Linear: rigidbody.SetPosition(rigidbody.transform.position.LerpLinear((Vector3)targetPosition, Time.fixedDeltaTime * speed, axis), axis); break; } }
public static void RotateTowards(this Rigidbody2D rigidbody, float targetAngle, float speed, InterpolationModes interpolation) { switch (interpolation) { case InterpolationModes.Quadratic: rigidbody.SetEulerAngles(rigidbody.transform.eulerAngles.LerpAngles(new Vector3(targetAngle, targetAngle, targetAngle), Time.fixedDeltaTime * speed, Axis.Z).z); break; case InterpolationModes.Linear: rigidbody.SetEulerAngles(rigidbody.transform.eulerAngles.LerpAnglesLinear(new Vector3(targetAngle, targetAngle, targetAngle), Time.fixedDeltaTime * speed, Axis.Z).z); break; } }
public static void AccelerateTowards(this Rigidbody2D rigidbody, Vector2 targetAcceleration, float speed, InterpolationModes interpolation, Axis axis = Axis.XY) { switch (interpolation) { case InterpolationModes.Quadratic: rigidbody.SetVelocity(rigidbody.velocity + (rigidbody.velocity.Lerp(targetAcceleration, Time.fixedDeltaTime * speed, axis) - rigidbody.velocity), axis); break; case InterpolationModes.Linear: rigidbody.SetVelocity(rigidbody.velocity + (rigidbody.velocity.LerpLinear(targetAcceleration, Time.fixedDeltaTime * speed, axis) - rigidbody.velocity), axis); break; } }
public void SetNoiseParameters(double frequency, InterpolationModes interpolation) { Frequency = frequency; InterpolationMode = interpolation; }