Esempio n. 1
0
        public static InterpolationSequence <InterpolationFloat, float> ShakeRotate(ShakeRotateOptions options = null)
        {
            if (null == options)
            {
                options = new ShakeRotateOptions();
            }

            float rotation = options.Rotation;

            Timing timing = new Timing(options.Duration, options.Easing);
            List <InterpolationFloat> tws = new List <InterpolationFloat>();

            for (int i = 0; i < options.Count; ++i)
            {
                tws.Add(new InterpolationFloat(timing, 0f, rotation));
                tws.Add(new InterpolationFloat(timing, rotation, -rotation));
                tws.Add(new InterpolationFloat(timing, -rotation, 0f));
            }

            InterpolationSequence <InterpolationFloat, float> tweener = new InterpolationSequence <InterpolationFloat, float>(tws);

            return(tweener);
        }
Esempio n. 2
0
        public static InterpolationSequence <InterpolationVec2, Vector2> Pulse(PulseOptions options = null)
        {
            if (null == options)
            {
                options = new PulseOptions();
            }

            List <InterpolationVec2> tws = new List <InterpolationVec2>();

            float   timeMultiplier = options.TimeMultiplier;
            Easing  easing         = options.Easing;
            Vector2 toScale        = new Vector2(options.InitScale.x + options.ScaleDelta, options.InitScale.y + options.ScaleDelta);

            for (int i = 0; i < options.Count; ++i)
            {
                tws.Add(new InterpolationVec2(new Timing(.09f * timeMultiplier, easing), options.InitScale, toScale));
                tws.Add(new InterpolationVec2(new Timing(.05f * timeMultiplier, easing), toScale, options.InitScale));
            }

            InterpolationSequence <InterpolationVec2, Vector2> tweener = new InterpolationSequence <InterpolationVec2, Vector2>(tws);

            return(tweener);
        }