private static void OnUpdate(ActionState actionState, ref State state) { var targetDis = state.totalDis * actionState.interpolatedTime; while (targetDis > state.seqEndDis) { if (!state.NextSeq()) { break; } } while (targetDis < state.seqStartDis) { if (!state.PreSeq()) { break; } } var t = (targetDis - state.seqStartDis) / (state.seqEndDis - state.seqStartDis); var value = ValueUtility.Lerp(state.seqFrom, state.seqTo, t); state.property.UnsafeSet(state.target, value); }
private static void OnUpdate(ActionState actionState, ref State state) { state.operation.normalizedTime = actionState.normalizedTime; }
private static void OnUpdate(ActionState actionState, ref State state) { var value = ValueUtility.Lerp(state.from, state.to, actionState.interpolatedTime); state.property.UnsafeSet(state.target, value); }
private static void OnPreRelease(ActionState actionState, ref State state) { state.operation.Release(); }
private static void OnPreRelease(ActionState actionState, ref State state) { state.source.Release(); }