예제 #1
0
        public float GetPotential(Vector3 samplePos, Vector3 sourcePos, float sourcePotential)
        {
            if (sourcePotential == 0f)
            {
                return(0f);
            }

            if (maxDistance == 0f)
            {
                return(sourcePotential);
            }

            if (easeFunc == null)
            {
                easeFunc = Interpolate.Ease(this.easeType);
            }

            // start, distance, elapsed, duration.
            var potential = easeFunc(
                0f,
                Mathf.Abs(sourcePotential),
                maxDistance - Mathf.Min(Vector3.Distance(sourcePos, samplePos), maxDistance),
                maxDistance);

            return(potential * Mathf.Sign(sourcePotential));
        }
예제 #2
0
파일: Tweening.cs 프로젝트: foolmoron/Might
    public void RotateTo(Vector3 destination, float duration, Interpolate.EaseType easingFunction, Action <GameObject> onComplete, bool world)
    {
        rotationWorld   = world;
        rotationInitial = rotationWorld ? transform.rotation.eulerAngles : transform.localRotation.eulerAngles;

        rotationDisplacement = destination - rotationInitial;
        var rotX  = rotationDisplacement.x;        // check the other way around the circle
        var rotY  = rotationDisplacement.y;        // for each component
        var rotZ  = rotationDisplacement.z;
        var rotX2 = (rotationDisplacement.x + 360) % 360;
        var rotY2 = (rotationDisplacement.y + 360) % 360;
        var rotZ2 = (rotationDisplacement.z + 360) % 360;

        if (Mathf.Abs(rotX2) < Mathf.Abs(rotX))
        {
            rotX = rotX2;
        }
        if (Mathf.Abs(rotY2) < Mathf.Abs(rotY))
        {
            rotY = rotY2;
        }
        if (Mathf.Abs(rotZ2) < Mathf.Abs(rotZ))
        {
            rotZ = rotZ2;
        }
        rotationDisplacement = new Vector3(rotX, rotY, rotZ);

        rotationFunc          = Interpolate.Ease(easingFunction);
        rotationOnComplete    = onComplete;
        rotationDurationTotal = duration;
        rotationDuration      = 0;
    }
예제 #3
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 // Token: 0x0600044C RID: 1100 RVA: 0x00022BCC File Offset: 0x00020DCC
 private static Vector3 Ease(Interpolate.Function ease, Vector3 start, Vector3 distance, float elapsedTime, float duration)
 {
     start.x = ease(start.x, distance.x, elapsedTime, duration);
     start.y = ease(start.y, distance.y, elapsedTime, duration);
     start.z = ease(start.z, distance.z, elapsedTime, duration);
     return(start);
 }
    void OnObjectMoved( FieldObject obj )
    {
        if( obj.collider.tag == "Player" )
        {
            camScript = obj.collider.GetComponent<IsometricCamera>();

            if( null == camScript )
            {
                Debug.LogError( "Could not find 'IsometricCamera' component attached to object tagged 'Player'" );
                return;
            }

            EaseFn = Interpolate.Ease( EaseType );

            if( null == EaseFn )
            {
                Debug.LogError( "Failed to retrieve Ease function for EaseType '" + EaseType.ToString() + "'" );
                return;
            }

            camScript.Distance = EaseFn( DistanceA, DistanceB-DistanceA, obj.percent, 1.0f );
            camScript.Offset = Interpolate.Ease(EaseFn, OffsetA, OffsetB-OffsetA, obj.percent, 1.0f );
            camScript.Rotation = Interpolate.Ease(EaseFn, RotationA, RotationB-RotationA, obj.percent, 1.0f );
        }
    }
예제 #5
0
파일: SoundClip.cs 프로젝트: seyoungChu/coc
 /// <summary>
 /// 페이드 아웃.
 /// </summary>
 public void FadeOut(float time, Interpolate.EaseType easeType)
 {
     this.isFadeIn         = false;
     this.fadeTime1        = 0.0f;
     this.fadeTime2        = time;
     this.interpolate_Func = Interpolate.Ease(easeType);
     this.isFadeOut        = true;
 }
예제 #6
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 public void FadeOut(float _time, Interpolate.EaseType _easyType)
 {
     isFadeOut           = true;
     isFadeIn            = false;
     fadeTime1           = 0.0f;
     fadeTime2           = _time;
     interPolateFunction = Interpolate.Ease(_easyType);
 }
예제 #7
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 public void FadeIn(float time, Interpolate.EaseType easeType)
 {
     isFadeOut        = false;
     fadeTime1        = 0.0f;
     fadeTime2        = time;
     interpolate_Func = Interpolate.Ease(easeType);
     isFadeIn         = true;
 }
예제 #8
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 //fadfeOut 기능
 public void FadeOut(float time, Interpolate.EaseType easeType)
 {
     this.IsFadeOut           = true;
     this.IsFadeIn            = false;
     this.FadeTime1           = 0.0f;
     this.FadeTime2           = time;
     this.InterpolateFunction = Interpolate.Ease(easeType);
 }
예제 #9
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 public void ColorTo(Color destination, float duration, Interpolate.EaseType easingFunction)
 {
     colorInitial = GetComponent<Renderer>().material.color;
     colorDisplacement = destination - colorInitial;
     colorFunc = Interpolate.Ease(easingFunction);
     colorDurationTotal = duration;
     colorDuration = 0;
 }
예제 #10
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 void Awake()
 {
     climbing    = Interpolate.Ease(easeClimbing);
     falling     = Interpolate.Ease(easeFalling);
     teleporting = Interpolate.Ease(easeTeleporting);
     bumping     = Interpolate.Ease(easeBumping);
     fade        = Interpolate.Ease(easefade);
 }
예제 #11
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파일: Tweening.cs 프로젝트: foolmoron/Might
 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;
 }
예제 #12
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	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;
	}
예제 #13
0
파일: Tweening.cs 프로젝트: foolmoron/Might
 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;
 }
예제 #14
0
파일: Tweening.cs 프로젝트: foolmoron/Might
 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;
 }
예제 #15
0
 private void ChooseLevel()
 {
     moveStart = Time.time;
     ease = Interpolate.Ease(Interpolate.EaseType.EaseInCubic);
     moveStartPos = current.transform.position;
     moveTargetPos = GetInsidePoint(current);
     loadWhenMoved = true;
     EnableInput = false;
     AudioSource.PlayClipAtPoint(soundChoose, transform.position);
 }
예제 #16
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    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;
	}
예제 #17
0
 /// <summary>
 /// occasionally walks in the specified direction
 /// </summary>
 /// <returns></returns>
 IEnumerator Walk()
 {
     while(true) {
         travelDelta = walkDir;
         travelBase = transform.position;
         travelStart = Time.time;
         travelDuration = 1 / moveSpeed;
         travelEase = moveEase;
         yield return new WaitForSeconds(timeBetweenWalks);
     }
 }
예제 #18
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 // Token: 0x06000453 RID: 1107 RVA: 0x00022EFC File Offset: 0x000210FC
 private static Vector3 Bezier(Interpolate.Function ease, Vector3[] points, float elapsedTime, float duration)
 {
     for (int i = points.Length - 1; i > 0; i--)
     {
         for (int j = 0; j < i; j++)
         {
             points[j].x = ease(points[j].x, points[j + 1].x - points[j].x, elapsedTime, duration);
             points[j].y = ease(points[j].y, points[j + 1].y - points[j].y, elapsedTime, duration);
             points[j].z = ease(points[j].z, points[j + 1].z - points[j].z, elapsedTime, duration);
         }
     }
     return(points[0]);
 }
예제 #19
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 public void Pushed(Vector3 delta)
 {
     if(!IsValidMovementDir(delta)) {
         Debug.LogError("Got pushed invalid! Shouldn't happen!");
         return;
     }
     travelDelta = delta;
     travelBase = transform.position;
     travelStart = Time.time;
     travelDuration = 1 / moveSpeed;
     travelEase = moveEase;
     AudioSource.PlayClipAtPoint(pushedSound, Camera.main.transform.position);
 }
예제 #20
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    // Token: 0x0600044B RID: 1099 RVA: 0x00022B9D File Offset: 0x00020D9D
    private static IEnumerator NewEase(Interpolate.Function ease, Vector3 start, Vector3 end, float total, IEnumerable <float> driver)
    {
        Vector3 distance = end - start;

        foreach (float elapsedTime in driver)
        {
            yield return(Interpolate.Ease(ease, start, distance, elapsedTime, total));
        }
        IEnumerator <float> enumerator = null;

        yield break;
        yield break;
    }
예제 #21
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 // Token: 0x06000452 RID: 1106 RVA: 0x00022ECC File Offset: 0x000210CC
 private static IEnumerable <Vector3> NewBezier <T>(Interpolate.Function ease, IList nodes, Interpolate.ToVector3 <T> toVector3, float maxStep, IEnumerable <float> steps)
 {
     if (nodes.Count >= 2)
     {
         Vector3[] points = new Vector3[nodes.Count];
         foreach (float elapsedTime in steps)
         {
             for (int i = 0; i < nodes.Count; i++)
             {
                 points[i] = toVector3((T)((object)nodes[i]));
             }
             yield return(Interpolate.Bezier(ease, points, elapsedTime, maxStep));
         }
         IEnumerator <float> enumerator = null;
         points = null;
     }
     yield break;
     yield break;
 }
예제 #22
0
    public void RotateTo(Vector3 destination, float duration, Interpolate.EaseType easingFunction, Action<GameObject> onComplete, bool world)
	{
        rotationWorld = world;
        rotationInitial = rotationWorld ? transform.rotation.eulerAngles : transform.localRotation.eulerAngles;

		rotationDisplacement = destination - rotationInitial;		
		var rotX = rotationDisplacement.x; // check the other way around the circle
		var rotY = rotationDisplacement.y; // for each component
		var rotZ = rotationDisplacement.z;
		var rotX2 = (rotationDisplacement.x + 360) % 360;
		var rotY2 = (rotationDisplacement.y + 360) % 360;
		var rotZ2 = (rotationDisplacement.z + 360) % 360;
		if (Mathf.Abs(rotX2) < Mathf.Abs(rotX)) rotX = rotX2;
		if (Mathf.Abs(rotY2) < Mathf.Abs(rotY)) rotY = rotY2;
		if (Mathf.Abs(rotZ2) < Mathf.Abs(rotZ)) rotZ = rotZ2;
		rotationDisplacement = new Vector3(rotX, rotY, rotZ);

		rotationFunc = Interpolate.Ease(easingFunction);
        rotationOnComplete = onComplete;
		rotationDurationTotal = duration;
		rotationDuration = 0;
	}
    // Update is called once per frame
    void Update()
    {
        if( Duration == 0.0f )
            Duration = float.MinValue;

        EaseFn = Interpolate.Ease( EaseType );

        // Negate the previous offset
        this.transform.position -= PreviousOffset;

        // Increment time based on our animation direction
        if( AnimatingUp )
            ElapsedTime += Time.deltaTime;
        else
            ElapsedTime -= Time.deltaTime;

        // Flip our animation direction if the duration is exceeded
        if( ElapsedTime >= Duration )
        {
            ElapsedTime = Duration;
            AnimatingUp = false;
        }
        else if( ElapsedTime <= 0.0f )
        {
            ElapsedTime = 0.0f;
            AnimatingUp = true;
        }

        // Interpolate by a magnitude in the direction of the offset,
        // with the maximum being the magnitude of the given offset amount
        float maxOffsetMag = MaxOffset.magnitude;
        float curOffsetMag = EaseFn( 0.0f, maxOffsetMag, ElapsedTime, Duration );

        // Apply the interpolated offset as a magnitude to the offset normal
        Vector3 offsetNormal = (MaxOffset - Vector3.zero).normalized;
        PreviousOffset = offsetNormal * curOffsetMag;
        transform.position += PreviousOffset;
    }
예제 #24
0
    private Vector3 findPointInPathAtZ(Interpolate.Function ease, Vector3[] points, int slide, float z)
    {
        Vector3 pointBefore = Vector3.zero;
        Vector3 pointAfter  = Vector3.zero;

        List <Vector3> temp = new List <Vector3>();

        IEnumerator <Vector3> nodes = Interpolate.NewBezier(ease, points, slide).GetEnumerator(); // tao ra path gom cac diem

        while (nodes.MoveNext())                                                                  // lay cac diem cua path ra
        {
            temp.Add(nodes.Current);
        }
        for (int i = 0; i < temp.Count; ++i)                            // tiem diem truoc' va sau diem hang rao
        {
            if (temp[i].z < z)
            {
                pointBefore = temp[i];
                pointAfter  = temp[i - 1];
                break;
            }
        }
        return(Vector3.Lerp(pointBefore, pointAfter, (z - pointBefore.z) / (pointAfter.z - pointBefore.z)));
    }
예제 #25
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	public void ColorTo(Color destination, float duration, Interpolate.EaseType easingFunction, Action<GameObject> onComplete)
	{
		colorInitial = renderer.material.color;
		colorDisplacement = destination - colorInitial;
		colorFunc = Interpolate.Ease(easingFunction);
	    colorOnComplete = onComplete;
		colorDurationTotal = duration;
		colorDuration = 0;
	}
예제 #26
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    // 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);
    }
예제 #27
0
 void Start()
 {
     board = GameObject.Find("Board").GetComponent<MatchBoard>();
     ease = Interpolate.Ease(Interpolate.EaseType.EaseOutCubic);
     // choose a random square type
     System.Array types = System.Enum.GetValues(typeof(TileType));
     type = (TileType)types.GetValue(Random.Range(1, types.Length));
     detail = TileDetail.Get(type);
     UpdateName();
     Material mat = GetComponentInChildren<MeshRenderer>().material;
     //mat.color = colors[(int)type - 1];
     //mat.mainTexture = textures[(int)type - 1];
     mat.mainTexture = detail.texture;
 }
예제 #28
0
 private void InitMovement()
 {
     /// Performs initial movement (zooming out of level)
     MoveToLevel(current);
     moveStart = Time.time;
     ease = Interpolate.Ease(Interpolate.EaseType.EaseOutCubic);
     moveStartPos = GetInsidePoint(current);
     moveTargetPos = current.transform.position;
 }
예제 #29
0
    // Token: 0x0600044A RID: 1098 RVA: 0x00022B78 File Offset: 0x00020D78
    public static IEnumerator NewEase(Interpolate.Function ease, Vector3 start, Vector3 end, int slices)
    {
        IEnumerable <float> driver = Interpolate.NewCounter(0, slices + 1, 1);

        return(Interpolate.NewEase(ease, start, end, (float)(slices + 1), driver));
    }
예제 #30
0
    // Use this for initialization
    void Start()
    {
        zoomInOut = Interpolate.Ease(Interpolate.EaseType.EaseInCirc);
        zoomElapsedTime = 0;
        zoomBegin = 0;
        zoomDistance = 0;

        charController = this.GetComponent<CharacterController>();

        tools = this.GetComponentInChildren<PlayerTools>();
        footstepSound = this.GetComponent<AudioSource>();
    }
예제 #31
0
 public void MoveTo(Vector3 destination, float duration, Interpolate.EaseType easingFunction)
 {
     positionInitial = transform.localPosition;
     positionDisplacement = destination - positionInitial;
     positionFunc = Interpolate.Ease(easingFunction);
     positionDurationTotal = duration;
     positionDuration = 0;
 }
예제 #32
0
    // Token: 0x06000451 RID: 1105 RVA: 0x00022E9C File Offset: 0x0002109C
    public static IEnumerable <Vector3> NewBezier(Interpolate.Function ease, Vector3[] points, int slices)
    {
        IEnumerable <float> steps = Interpolate.NewCounter(0, slices + 1, 1);

        return(Interpolate.NewBezier <Vector3>(ease, points, new Interpolate.ToVector3 <Vector3>(Interpolate.Identity), (float)(slices + 1), steps));
    }
예제 #33
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    // Token: 0x06000450 RID: 1104 RVA: 0x00022E70 File Offset: 0x00021070
    public static IEnumerable <Vector3> NewBezier(Interpolate.Function ease, Vector3[] points, float duration)
    {
        IEnumerable <float> steps = Interpolate.NewTimer(duration);

        return(Interpolate.NewBezier <Vector3>(ease, points, new Interpolate.ToVector3 <Vector3>(Interpolate.Identity), duration, steps));
    }
예제 #34
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    // Token: 0x0600044F RID: 1103 RVA: 0x00022E40 File Offset: 0x00021040
    public static IEnumerable <Vector3> NewBezier(Interpolate.Function ease, Transform[] nodes, int slices)
    {
        IEnumerable <float> steps = Interpolate.NewCounter(0, slices + 1, 1);

        return(Interpolate.NewBezier <Transform>(ease, nodes, new Interpolate.ToVector3 <Transform>(Interpolate.TransformDotPosition), (float)(slices + 1), steps));
    }
예제 #35
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    // Token: 0x0600044E RID: 1102 RVA: 0x00022E14 File Offset: 0x00021014
    public static IEnumerable <Vector3> NewBezier(Interpolate.Function ease, Transform[] nodes, float duration)
    {
        IEnumerable <float> steps = Interpolate.NewTimer(duration);

        return(Interpolate.NewBezier <Transform>(ease, nodes, new Interpolate.ToVector3 <Transform>(Interpolate.TransformDotPosition), duration, steps));
    }
예제 #36
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        // --------
        // MonoBehaviour methods
        // --------
        void Start()
        {
            this.rectTransform = this.GetComponent<RectTransform>();
            this.spriteRenderer = this.GetComponent<SpriteRenderer>();

            this.interpolationFunction = Interpolate.Ease(mode);
            this.beginningStateIndex = this.currentStateIndex;
        }
예제 #37
0
 void Awake()
 {
     ease = Interpolate.Ease(easeType);
 }
예제 #38
0
//		public int maxTriggers;
//		int triggerCounter = 0;

        void Awake()
        {
            ease = Interpolate.Ease(baseSettings.easeType);
        }
예제 #39
0
    // Token: 0x06000449 RID: 1097 RVA: 0x00022B58 File Offset: 0x00020D58
    public static IEnumerator NewEase(Interpolate.Function ease, Vector3 start, Vector3 end, float duration)
    {
        IEnumerable <float> driver = Interpolate.NewTimer(duration);

        return(Interpolate.NewEase(ease, start, end, duration, driver));
    }
    // Update is called once per frame
    void Update()
    {
        if( !m_Active )
            return;

        if( !light.enabled )
            light.enabled = true;

        if( !strobeLight.enabled )
            strobeLight.enabled = true;

        if( ascending )
            elapsedTime += Time.deltaTime;
        else
            elapsedTime += -Time.deltaTime;

        elapsedTime = Mathf.Clamp( elapsedTime, 0.0f, m_Duration );

        if( elapsedTime >= m_Duration && ascending )
        {
            if( m_InterpolationType == InterpType.Ascending )
            {
                elapsedTime = 0.0f;

                HandleLoopEnd();
            }
            else
            {
                ascending = false;
            }
        }
        else if( elapsedTime <= 0.0f && !ascending )
        {
            if( m_InterpolationType == InterpType.Descending )
                elapsedTime = m_Duration;
            else
                ascending = true;

            HandleLoopEnd();
        }

        EaseFn = Interpolate.Ease( EaseType );

        strobeLight.m_TimeScale = EaseFn( m_TimeScaleMin, m_TimeScaleMax - m_TimeScaleMin, elapsedTime, m_Duration );
        strobeLight.m_FlickerRate = EaseFn( m_FlickerRateMin, m_FlickerRateMax - m_FlickerRateMin, elapsedTime, m_Duration );
        strobeLight.m_OnOffRatio = EaseFn( m_OnOffRatioMin, m_OnOffRatioMax - m_OnOffRatioMin, elapsedTime, m_Duration );
    }
예제 #41
0
 private void MoveToLevel(Level newLevel)
 {
     moveStartPos = current.transform.position;
     moveTargetPos = newLevel.transform.position;
     moveStart = Time.time;
     ease = Interpolate.Ease(Interpolate.EaseType.EaseOutCirc);
     if(current != null) {
         current.Unselected();
     }
     current = newLevel;
     current.Selected();
     AudioSource.PlayClipAtPoint(soundMove, transform.position);
 }