public static void IncrementForceProc(bool negativeIncrement = false, bool halfIncrement = false) { float increment = ForceIncrementValue; if (negativeIncrement) { increment = -increment; } if (halfIncrement) { increment = increment / 2f; } ForceMagnitude += increment * Game.LastFrameTime * 10.0f; SubQueue.AddSubtitle(14, "VRope Force Value: " + ForceMagnitude.ToString("0.00"), 220); }
public static ForceMagnitude LerpUnclamped(ForceMagnitude a, ForceMagnitude b, float t) { return(new ForceMagnitude(Mathf.LerpUnclamped(a.Float, b.Float, t))); }
public static ForceMagnitude Clamp(ForceMagnitude value, ForceMagnitude min, ForceMagnitude max) { return(new ForceMagnitude(Mathf.Clamp(value.Float, min.Float, max.Float))); }
public static ForceMagnitude Max(ForceMagnitude a, ForceMagnitude b) { return(new ForceMagnitude(Mathf.Max(a.Float, b.Float))); }
public static ForceMagnitude Clamp01(ForceMagnitude value) { return(new ForceMagnitude(Mathf.Clamp01(value.Float))); }