コード例 #1
0
ファイル: Tools.cs プロジェクト: FluFFey/UnityIDICrashCourse2
    private static System.Func <float, float> getInterpolationFunc(INTERPOLATION_TYPE type)
    {
        switch (type)
        {
        case INTERPOLATION_TYPE.LERP:
            return(lerp);

        case INTERPOLATION_TYPE.SMOOTH:
            return(smoothInterpolation);

        default:
            return(smoothInterpolation);
        }
    }
コード例 #2
0
ファイル: Tools.cs プロジェクト: FluFFey/UnityIDICrashCourse2
    public static IEnumerator rotateObject(GameObject go, Vector3 eulerAngles, float duration, INTERPOLATION_TYPE type = INTERPOLATION_TYPE.SMOOTH, int power = 1) //works!
    {
        Vector3 startAngles = go.transform.eulerAngles;

        System.Func <float, float> interpolationFunc = getInterpolationFunc(type);
        float newValue = 0.0f;
        float pd       = 0;

        for (float i = 0; i < duration; i += Time.deltaTime) //might be buggy. not tested super much
        {
            pd       = i / duration;
            newValue = interpolationFunc(pd);
            newValue = Mathf.Pow(newValue, power);
            go.transform.rotation = Quaternion.Euler(startAngles + (eulerAngles * newValue));
            yield return(null);
        }
        go.transform.rotation = Quaternion.Euler(startAngles + eulerAngles);
    }
コード例 #3
0
ファイル: Tools.cs プロジェクト: FluFFey/UnityIDICrashCourse2
    public static IEnumerator moveObject(GameObject go, Vector3 direction, float duration, float distance, INTERPOLATION_TYPE type = INTERPOLATION_TYPE.SMOOTH, int power = 1) //direction normalized
    {
        Vector3 startPos = go.transform.localPosition;

        System.Func <float, float> interpolationFunc = getInterpolationFunc(type);
        //float delta = 0.0f;
        //float oldPos = 0.0f;
        float newPos = 0.0f;

        for (float i = 0; i < duration; i += Time.deltaTime)
        {
            //float pd = 0.25f + (i * 0.75f / duration); //TODO: make this line better mebbe
            float pd = i / duration; //TODO: ???
            newPos = interpolationFunc(pd);
            newPos = Mathf.Pow(newPos, power);
            //delta = newPos - oldPos;
            //oldPos = newPos;
            go.transform.localPosition = startPos + (direction * newPos * distance);
            yield return(null);
        }
        go.transform.localPosition = startPos + (direction * distance);
    }