//moveObjectのx軸をmoveFluctで移動させる static public void ObjectInFluctUpdatePosX(GameObject moveObject, TimeFluct moveFluct, float endValue, float count, float regulation) { Vector3 objectPos = moveObject.transform.localPosition; objectPos.x = moveFluct.InFluct(count, objectPos.x, endValue, regulation); moveObject.transform.localPosition = objectPos; }
//moveObjectのz軸をmoveFluctで回転させる static public void ObjectInFluctUpdateRotZ(GameObject moveObject, TimeFluct moveFluct, float endValue, float count, float regulation, float addEuler = 0) { Quaternion objectRot = moveObject.transform.localRotation; float angleAxis = moveFluct.InFluct(count, objectRot.eulerAngles.z + addEuler, endValue, regulation); moveObject.transform.localRotation = Quaternion.AngleAxis(angleAxis, new Vector3(0, 0, 1)); }
static private float BounceInOut(TimeFluctProcessState mine, TimeFluct timeFluct, float count, float startPos, float endPos, float regulation_time) { //計算 if (count < regulation_time / 2) { TimeFluct tempTimeFluct = new TimeFluct(); tempTimeFluct.GetProcessState().state_ = TimeFluctProcess.Bounce; float result = tempTimeFluct.InFluct(count * 2, startPos, endPos, regulation_time); return(result * .5f + timeFluct.GetStartPos_Archive()); } else { TimeFluct tempTimeFluct = new TimeFluct(); tempTimeFluct.GetProcessState().state_ = TimeFluctProcess.Bounce; float result = tempTimeFluct.OutFluct(count * 2 - regulation_time, startPos, endPos, regulation_time); return(result * .5f + timeFluct.GetRange() * .5f + timeFluct.GetStartPos_Archive()); } }
static public Color32 Color32InFluctUpdateAlpha(Color32 color, TimeFluct timeFluct, float endAlpha, float count, float timeRegulation) { float result = timeFluct.InFluct(count, color.a, endAlpha, timeRegulation); return(new Color32(color.r, color.g, color.b, (byte)result)); }
static public Color32 Color32InFluctUpdateBlue(Color32 color, TimeFluct timeFluct, float endBlue, float count, float timeRegulation) { float result = timeFluct.InFluct(count, color.b, endBlue, timeRegulation); return(new Color32(color.r, color.g, (byte)result, color.a)); }