//fade 기능. public void FadeIn(float time, Interpolate.EaseType easeType) { this.IsFadeOut = false; this.IsFadeIn = true; this.FadeTime1 = 0.0f; this.FadeTime2 = time; this.Interpolatefunction = Interpolate.Ease(easeType); }
public void ScaleTo(Vector3 destination, float duration, Interpolate.EaseType easingFunction, Action <GameObject> onComplete) { scaleInitial = transform.localScale; scaleDisplacement = destination - scaleInitial; scaleFunc = Interpolate.Ease(easingFunction); scaleOnComplete = onComplete; scaleDurationTotal = duration; scaleDuration = 0; }
public void ColorTo(Color destination, float duration, Interpolate.EaseType easingFunction, Action <GameObject> onComplete) { colorInitial = graphic ? graphic.color : spriteRenderer ? spriteRenderer.color : renderer.material.color; colorDisplacement = destination - colorInitial; colorFunc = Interpolate.Ease(easingFunction); colorOnComplete = onComplete; colorDurationTotal = duration; colorDuration = 0; }
public void MoveTo(Vector3 destination, float duration, Interpolate.EaseType easingFunction, Action <GameObject> onComplete, bool world) { positionWorld = world; positionInitial = positionWorld ? transform.position : transform.localPosition; positionDisplacement = destination - positionInitial; positionFunc = Interpolate.Ease(easingFunction); positionOnComplete = onComplete; positionDurationTotal = duration; positionDuration = 0; }
public static void ColorTo(GameObject obj, Color destination, float duration, Interpolate.EaseType easingFunction, Action <GameObject> onComplete = null) { Tweening tweening = obj.GetComponent <Tweening>(); if (!tweening) { tweening = obj.AddComponent <Tweening>(); } tweening.ColorTo(destination, duration, easingFunction, onComplete); }
public static void MoveTo(GameObject obj, Vector3 destination, float duration, Interpolate.EaseType easingFunction, Action <GameObject> onComplete = null, bool world = false) { Tweening tweening = obj.GetComponent <Tweening>(); if (!tweening) { tweening = obj.AddComponent <Tweening>(); } tweening.MoveTo(destination, duration, easingFunction, onComplete, world); }
/// <summary> /// 페이드 사운드. /// </summary> public void FadeTo(string soundName, float time, Interpolate.EaseType ease) { try { SoundList clip = (SoundList)Enum.Parse(typeof(SoundList), soundName); this.FadeTo(DataManager.SoundData().GetCopy((int)clip), time, ease); } catch (System.Exception ex) { Debug.LogError("Can not find Correct SoundClip, Please Check Sound Name At Editor:[" + soundName + "] / " + ex.Message.ToString()); } }
/*public Banner(string text, Vector3 position, Interpolate.EaseType easeType, float startValue, float endValue, float duration) { this.text = text; this.position = position; this.easeType = easeType; this.startValue = startValue; this.endValue = endValue; this.duration = duration; }*/ public Banner(string text, float fontSize, Vector3 position, float scale, Interpolate.EaseType easeType, float[] introAction, float[] outroAction, float delay, BannerColor color) { this.text = text; this.position = position; this.easeType = easeType; this.introAction = introAction; this.outroAction = outroAction; this.delay = delay; this.scale = scale; this.fontSize = fontSize; this.color = color; }
//Interpolate.EaseType easeType 보간 곡선 /// <summary> /// clip을 주어지는 time과 ease로 FadeIn /// </summary> public void FadeIn(SoundClip clip, float time, Interpolate.EaseType ease) { if (this.IsDifferentSound(clip)) //다른 사운드가 맞다면 { fadeA_audio.Stop(); fadeB_audio.Stop(); this.lastSound = this.currentSound; this.currentSound = clip; PlayAudioSource(fadeA_audio, currentSound, 0.0f); this.currentSound.FadeIn(time, ease); this.currentPlayingType = MusicPlayingType.SourceA; if (this.currentSound.HasLoop()) { this.isTicking = true; DoCheck(); } } }
public void FadeIn(SoundClip clip, float time, Interpolate.EaseType ease) { if (IsDifferentSound(clip) == true) { fadeA_audio.Stop(); fadeB_audio.Stop(); lastSound = currentSound; currentSound = clip; PlayAudioSource(fadeA_audio, currentSound, 0.0f); currentSound.FadeIn(time, ease); currentPlayingType = MusicPlayingType.SourceA; if (currentSound.HasLoop() == true) { isTicking = true; DoCheck(); } } }
public void FadeTo(SoundClip clip, float time, Interpolate.EaseType ease) { if (currentPlayingType == MusicPlayingType.None) { FadeIn(clip, time, ease); } else if (this.IsDifferentSound(clip)) { if (currentPlayingType == MusicPlayingType.AtoB) { fadeA_audio.Stop(); currentPlayingType = MusicPlayingType.SourceB; } else if (currentPlayingType == MusicPlayingType.BtoA) { fadeB_audio.Stop(); currentPlayingType = MusicPlayingType.SourceA; } lastSound = currentSound; currentSound = clip; lastSound.FadeOut(time, ease); currentSound.FadeIn(time, ease); //FadeTo A->B, B->A 사운드 교체 if (currentPlayingType == MusicPlayingType.SourceA) { PlayAudioSource(fadeB_audio, currentSound, 0.0f); currentPlayingType = MusicPlayingType.AtoB; } else if (currentPlayingType == MusicPlayingType.SourceB) { PlayAudioSource(fadeA_audio, currentSound, 0.0f); currentPlayingType = MusicPlayingType.BtoA; } if (currentSound.HasLoop()) { isTicking = true; DoCheck(); } } }
public void DrawInspector(float duration) { if (!String.IsNullOrEmpty(name)) { Color defaultColor = GUI.color; GUI.color = color; EditorGUILayout.LabelField(name); GUI.color = defaultColor; } if (EditorGUILayout.BeginFadeGroup(advancedMode ? 0.0f : 1.0f)) { easeType = (Interpolate.EaseType)EditorGUILayout.EnumPopup("Ease Type", easeType); EditorGUILayout.BeginHorizontal(); startTime = EditorGUILayout.FloatField("Start Time", startTime); startValue = EditorGUILayout.FloatField("Start Value", startValue); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); stopTime = EditorGUILayout.FloatField("Stop Time", stopTime); stopValue = EditorGUILayout.FloatField("Stop Value", stopValue); EditorGUILayout.EndHorizontal(); } if (EditorGUILayout.BeginFadeGroup(advancedMode ? 1.0f : 0.0f)) { EditorGUILayout.BeginHorizontal(); Curve = EditorGUILayout.CurveField(Curve, color, new Rect(0, yMin, duration, yMax - yMin), null); yMin = EditorGUILayout.FloatField(yMin); yMax = EditorGUILayout.FloatField(yMax); EditorGUILayout.EndHorizontal(); } EditorGUILayout.EndFadeGroup(); if (GUILayout.Button(advancedMode ? "Simple" : "Advanced")) { advancedMode = !advancedMode; } }
public void FadeTo(SoundClip _clip, float _time, Interpolate.EaseType _ease) { if (currentPlayingType == MusicPlayingType.None) { FadeIn(_clip, _time, _ease); } else if (IsDifferentSound(_clip) == true) { if (currentPlayingType == MusicPlayingType.AtoB) { fadeA_audio.Stop(); currentPlayingType = MusicPlayingType.SourceB; } else if (currentPlayingType == MusicPlayingType.BtoA) { fadeB_audio.Stop(); currentPlayingType = MusicPlayingType.SourceA; } //fade to lastSound = currentSound; currentSound = _clip; lastSound.FadeOut(_time, _ease); currentSound.FadeIn(_time, _ease); if (currentPlayingType == MusicPlayingType.SourceA) { PlayAudioSource(fadeB_audio, currentSound, 0.0f); currentPlayingType = MusicPlayingType.AtoB; } else if (currentPlayingType == MusicPlayingType.SourceB) { PlayAudioSource(fadeA_audio, currentSound, 0.0f); currentPlayingType = MusicPlayingType.BtoA; } if (currentSound.HasLoop()) { isTicking = true; DoCheck(); } } }
public void FadeTo(SoundClip clip, float time, Interpolate.EaseType ease) { if (this.currentPlayingType == MusicPlayingType.None) { this.FadeIn(clip, time, ease); } else if (this.IsDifferentSound(clip) == true) { if (this.currentPlayingType == MusicPlayingType.AtoB) { this.fadeA_audio.Stop(); this.currentPlayingType = MusicPlayingType.SourceB; } else if (this.currentPlayingType == MusicPlayingType.BtoA) { this.fadeB_audio.Stop(); this.currentPlayingType = MusicPlayingType.SourceA; } //fade to this.lastSound = this.currentSound; this.currentSound = clip; this.lastSound.FadeOut(time, ease); this.currentSound.FadeIn(time, ease); if (this.currentPlayingType == MusicPlayingType.SourceA) { PlayAudioSource(fadeB_audio, this.currentSound, 0.0f); this.currentPlayingType = MusicPlayingType.AtoB; } else if (this.currentPlayingType == MusicPlayingType.SourceB) { PlayAudioSource(fadeA_audio, this.currentSound, 0.0f); this.currentPlayingType = MusicPlayingType.BtoA; } if (this.currentSound.HasLoop()) { this.isTicking = true; DoCheck(); } } }
public void GetPotential_ShouldCalculateCorrectPotential( float distance, float maxDistance, float sourcePotential, Interpolate.EaseType easeType, float expectedPotential) { var go = this.CreateGameObject(); var calculator = go.AddComponent <EaseDistancePotentialCalculator>(); calculator.easeType = easeType; calculator.maxDistance = maxDistance; var sourcePos = Vector3.zero; var samplePos = Vector3.forward * distance; var potential = calculator.GetPotential(samplePos, sourcePos, sourcePotential); GameObject.DestroyImmediate(go); Assert.That(potential, Is.EqualTo(expectedPotential)); }
public void FadeIn(int index, float time, Interpolate.EaseType ease) { FadeIn(DataManager.SoundData.GetCopyClip(index), time, ease); }
public static IEnumerator FadeAudio(AudioSource audio, float duration, Fade fadeType, Interpolate.EaseType easeType = Interpolate.EaseType.EaseOutExpo) { float start = fadeType == Fade.In ? 0.0f : 1.0f; float distance = fadeType == Fade.In ? 1.0f : -1.0f; float t = 0.0f; var easeFunction = Interpolate.Ease(easeType); while (t <= duration) { audio.volume = easeFunction(start, distance, t, duration); t += Time.deltaTime; yield return(null); } }
public void FadeIn(int index, float time, Interpolate.EaseType ease) { this.FadeIn(DataManager.Sound().GetCopy(index), time, ease); }
public void FadeTo(SoundClip m, float time, Interpolate.EaseType ease) { if (this.currentPlayingType == MusicPlayingType.None) { this.FadeIn(m, time, ease); } else if (this.CheckPlay(m)) { if (this.currentPlayingType == MusicPlayingType.AtoB) { this.fadeA_audioSource.Stop(); this.currentPlayingType = MusicPlayingType.SourceB; } else if (this.currentPlayingType == MusicPlayingType.BtoA) { this.fadeB_audioSource.Stop(); this.currentPlayingType = MusicPlayingType.SourceA; } this.lastSound = this.currentSound; this.currentSound = m; if (this.currentSound != null) { this.currentSound.PreLoad(); } this.lastSound.FadeOut(time, ease); this.currentSound.FadeIn(time, ease); if (this.currentPlayingType == MusicPlayingType.SourceA) { this.fadeB_audioSource.clip = this.currentSound.GetClip(); this.fadeB_audioSource.volume = 0.0f; this.fadeB_audioSource.loop = this.currentSound.isLoop; this.fadeB_audioSource.pitch = this.currentSound.pitch; this.fadeB_audioSource.dopplerLevel = this.currentSound.dopplerLevel; this.fadeB_audioSource.rolloffMode = this.currentSound.rollOffMode; this.fadeB_audioSource.minDistance = this.currentSound.minDistance; this.fadeB_audioSource.maxDistance = this.currentSound.maxDistance; this.fadeB_audioSource.spatialBlend = this.currentSound.spatialBlend; this.fadeB_audioSource.Play(); this.currentPlayingType = MusicPlayingType.AtoB; } else if (this.currentPlayingType == MusicPlayingType.SourceB) { this.fadeA_audioSource.clip = this.currentSound.GetClip(); this.fadeA_audioSource.volume = 0.0f; this.fadeA_audioSource.loop = this.currentSound.isLoop; this.fadeA_audioSource.pitch = this.currentSound.pitch; this.fadeA_audioSource.dopplerLevel = this.currentSound.dopplerLevel; this.fadeA_audioSource.rolloffMode = this.currentSound.rollOffMode; this.fadeA_audioSource.minDistance = this.currentSound.minDistance; this.fadeA_audioSource.maxDistance = this.currentSound.maxDistance; this.fadeA_audioSource.spatialBlend = this.currentSound.spatialBlend; this.fadeA_audioSource.Play(); this.currentPlayingType = MusicPlayingType.BtoA; } if (this.currentSound.HasLoop()) { this.isTicking = true; DoTick(); } } }
public static void ScaleBy(GameObject obj, Vector3 displacement, float duration, Interpolate.EaseType easingFunction, Action <GameObject> onComplete = null) { Vector3 destination = obj.transform.localScale + displacement; ScaleTo(obj, destination, duration, easingFunction, onComplete); }
public static WeightedItem WeightByInterpolation(this WeightedItem item, Vector3 origin, float maxDist, float scale, Interpolate.EaseType easeType) { var easeFunc = Interpolate.Ease(easeType); var start = 0f; var dist = scale; var duration = maxDist; var elapsed = Vector3.Distance(origin, item.Target.TargetPosition); var distWeight = scale - easeFunc(start, dist, elapsed, duration); var newItem = new WeightedItem(item); newItem.Weight += distWeight; return(newItem); }
// Token: 0x0600044D RID: 1101 RVA: 0x00022C30 File Offset: 0x00020E30 public static Interpolate.Function Ease(Interpolate.EaseType type) { Interpolate.Function result = null; switch (type) { case Interpolate.EaseType.Linear: result = new Interpolate.Function(Interpolate.Linear); break; case Interpolate.EaseType.EaseInQuad: result = new Interpolate.Function(Interpolate.EaseInQuad); break; case Interpolate.EaseType.EaseOutQuad: result = new Interpolate.Function(Interpolate.EaseOutQuad); break; case Interpolate.EaseType.EaseInOutQuad: result = new Interpolate.Function(Interpolate.EaseInOutQuad); break; case Interpolate.EaseType.EaseInCubic: result = new Interpolate.Function(Interpolate.EaseInCubic); break; case Interpolate.EaseType.EaseOutCubic: result = new Interpolate.Function(Interpolate.EaseOutCubic); break; case Interpolate.EaseType.EaseInOutCubic: result = new Interpolate.Function(Interpolate.EaseInOutCubic); break; case Interpolate.EaseType.EaseInQuart: result = new Interpolate.Function(Interpolate.EaseInQuart); break; case Interpolate.EaseType.EaseOutQuart: result = new Interpolate.Function(Interpolate.EaseOutQuart); break; case Interpolate.EaseType.EaseInOutQuart: result = new Interpolate.Function(Interpolate.EaseInOutQuart); break; case Interpolate.EaseType.EaseInQuint: result = new Interpolate.Function(Interpolate.EaseInQuint); break; case Interpolate.EaseType.EaseOutQuint: result = new Interpolate.Function(Interpolate.EaseOutQuint); break; case Interpolate.EaseType.EaseInOutQuint: result = new Interpolate.Function(Interpolate.EaseInOutQuint); break; case Interpolate.EaseType.EaseInSine: result = new Interpolate.Function(Interpolate.EaseInSine); break; case Interpolate.EaseType.EaseOutSine: result = new Interpolate.Function(Interpolate.EaseOutSine); break; case Interpolate.EaseType.EaseInOutSine: result = new Interpolate.Function(Interpolate.EaseInOutSine); break; case Interpolate.EaseType.EaseInExpo: result = new Interpolate.Function(Interpolate.EaseInExpo); break; case Interpolate.EaseType.EaseOutExpo: result = new Interpolate.Function(Interpolate.EaseOutExpo); break; case Interpolate.EaseType.EaseInOutExpo: result = new Interpolate.Function(Interpolate.EaseInOutExpo); break; case Interpolate.EaseType.EaseInCirc: result = new Interpolate.Function(Interpolate.EaseInCirc); break; case Interpolate.EaseType.EaseOutCirc: result = new Interpolate.Function(Interpolate.EaseOutCirc); break; case Interpolate.EaseType.EaseInOutCirc: result = new Interpolate.Function(Interpolate.EaseInOutCirc); break; } return(result); }
public void FadeTo(int index, float time, Interpolate.EaseType ease) { FadeTo(DataManager.SoundData().GetCopy(index), time, ease); }
public static IEnumerable <WeightedItem> WeightByInterpolation(this IEnumerable <WeightedItem> items, Vector3 origin, float maxDist, float scale, Interpolate.EaseType easeType) { var easeFunc = Interpolate.Ease(easeType); var start = 0f; var dist = scale; var duration = maxDist; foreach (var item in items) { var elapsed = Vector3.Distance(origin, item.Target.TargetPosition); var distWeight = scale - easeFunc(start, dist, elapsed, duration); var newItem = new WeightedItem(item); newItem.Weight += distWeight; yield return(newItem); } }
public void FadeToStored(float time, Interpolate.EaseType type) { this.FadeTo(this.storedSound, time, type); this.SetTime(this.storedTime); }
public void FadeTo(int _index, float _time, Interpolate.EaseType _ease) { FadeTo(DataManager.Sound().GetCopy(_index), _time, _ease); }
public static void RotateBy(GameObject obj, Vector3 displacement, float duration, Interpolate.EaseType easingFunction, Action <GameObject> onComplete = null, bool world = false) { Vector3 destination = obj.transform.localRotation.eulerAngles + displacement; RotateTo(obj, destination, duration, easingFunction, onComplete, world); }