public static void BindColor(this IEnterable state, float duration, Color outVal, Color inVal, Action <Color> action) { state.BindAnimationBothWays(() => duration, Color.Lerp, outVal, inVal, action, AnimationCurve.EaseInOut(0f, 0f, 1f, 1f)); }
public static void BindQuaternion(this IEnterable state, float duration, Quaternion outVal, Quaternion inVal, Action <Quaternion> action) { state.BindAnimationBothWays(() => duration, Quaternion.Lerp, outVal, inVal, action, AnimationCurve.EaseInOut(0f, 0f, 1f, 1f)); }
public static void BindFloat(this IEnterable state, float duration, float outVal, float inVal, Action <float> action) { state.BindAnimationBothWays(() => duration, Mathf.Lerp, outVal, inVal, action, AnimationCurve.EaseInOut(0f, 0f, 1f, 1f)); }
public static void BindVector3(this IEnterable state, float duration, Vector3 outVal, Vector3 inVal, Action <Vector3> action) { state.BindAnimationBothWays(() => duration, Vector3.Lerp, outVal, inVal, action, AnimationCurve.EaseInOut(0f, 0f, 1f, 1f)); }
public static void BindFloat(this IEnterable state, float duration, Action <float> action, AnimationCurve curve) { state.BindAnimationBothWays(() => duration, Mathf.Lerp, 0f, 1f, action, curve); }
public static void BindFloat(this IEnterable state, float duration, Action <float> action) { state.BindFloat(duration, action, AnimationCurve.EaseInOut(0f, 0f, 1f, 1f)); }
public static void BindBool(this IEnterable state, Action <bool> action) { state.AddEntryAction(() => action(true)); state.AddNegativeEntryAction(() => action(false)); }
public Player(string name, IEnterable currentLevel) { this.CurrentMaze = currentLevel; this.Name = name; this.CurrentLocation = CurrentMaze.Rooms[0, 0]; }
public InvertedStateConstruction(IEnterable baseState) { m_baseState = baseState; }