private void updateMeleeAttack() { // If melee button is hit and not already in a melee attack then start attacking if (Input.GetButtonDown("Fire1") && Time.time > nextMelee) { nextMelee = Time.time + meleeTime; } // If we are still melee attacking then animate it if (nextMelee - Time.time >= 0) { float percent = Mathfx.Hermite(0, 1, (1 - (nextMelee - Time.time) / meleeTime)); float angle = mouseAngle + meleeArc * percent; angle -= meleeArc / 2f; Vector3 position = new Vector3(Mathf.Cos(angle * Mathf.Deg2Rad), Mathf.Sin(angle * Mathf.Deg2Rad), 0); meleeObj.transform.position = transform.position + position * 0.6f; meleeObj.transform.rotation = Quaternion.Euler(0, 0, angle); //Debug.Log (angle); meleeObj.SetActive(true); } // Else hide the attack image else { meleeObj.SetActive(false); } }
private IEnumerator SetValueCr(float value01, float time, bool useRealTime) { while (Animating) { yield return(null); } Animating = true; var from = GetCurrentValue(); var to = value01; var delay = new Duration(time * Mathf.Abs(from - to), useRealTime); while (Animating && !delay.IsDone) { SetValue01(Mathfx.Hermite(from, to, delay.Progress01)); yield return(null); } if (Animating) { SetValue01(to); } Animating = false; }
IEnumerator ScaleDown() { //Fade out the text float t = 1; Color color = text.color; while (t > 0) { t -= Time.deltaTime; color.a = Mathfx.Hermite(0, 1, t); text.color = color; yield return(0); } //Scale down the bar t = 1; Vector3 scale = new Vector3(transform.localScale.x, 1, transform.localScale.z); transform.localScale = scale; while (t > 0) { t -= Time.deltaTime; scale.y = Mathfx.Hermite(0, 1, t); transform.localScale = scale; yield return(0); } gameObject.SetActive(false); }
SpawnPointEnemy GetAvailableSpawnPoint(SpawnPointEnemy[] spawnPoints) { Vector3 pos = Player.Instance.transform.position; float bestValue = 0; int bestSpawn = -1; for (int i = 0; i < spawnPoints.Length; i++) { float value = 0; float dist = Mathf.Min(14, (spawnPoints[i].Transform.position - pos).magnitude); value = Mathfx.Hermite(0, 7, dist / 7); // Debug.Log(i + " Spawnpoint " + spawnPoints[i].name + " dist " + dist + " Value " + value); if (value <= bestValue) { continue; } bestValue = value; bestSpawn = i; } //Debug.Log("Best spaqwn point is " + bestSpawn); if (bestSpawn == -1) { return(spawnPoints[Random.Range(0, spawnPoints.Length)]); } return(spawnPoints[bestSpawn]); }
private IEnumerator TransitionRoutine(NavigationLocations location) { mIsTransitioning = true; // Change current NavigationButton's image and text from Selected color to Unselected color mButtonDictionary[mCurrentLocation].SetState(false, 10f); // Move background and "frame" from current location to target location mCurrentLocation = location; Vector3 from = mSelectionFrame.anchoredPosition; Vector3 to = mButtonDictionary[mCurrentLocation].MyTransform.anchoredPosition; float timer = 0; float speed = 1f / mTransitionTime; while (timer < 1f) { timer += Time.deltaTime * speed; mSelectionFrame.anchoredPosition = Vector3.Lerp(from, to, Mathfx.Hermite(0, 1f, timer)); yield return(null); } mSelectionFrame.anchoredPosition = to; // Change new NavigationButton's image and text from Unselected to Selected yield return(mButtonDictionary[mCurrentLocation].SetState(true, 10f)); mIsTransitioning = false; }
SpwanPointEnemy GetAvailableSpawnPoint(SpwanPointEnemy[] spawnPoints) { Vector3 pos = Player.Instance.Agent.Position; float bestValue = 0; int bestSpawn = -1; for (int i = 0; i < spawnPoints.Length; i++) { if (MyGameZone.IsEnemyInRange(spawnPoints[i].transform.position, 2)) { continue; } float value = 0; float dist = Mathf.Min(14, (spawnPoints[i].Transform.position - pos).magnitude); value = Mathfx.Hermite(0, 7, dist / 7); if (value <= bestValue) { continue; } bestValue = value; bestSpawn = i; } if (bestSpawn == -1) { return(spawnPoints[Random.Range(0, spawnPoints.Length)]); } return(spawnPoints[bestSpawn]); }
public override void OnUpdate() { if (_eventFlash.target == null) { IsFinished = true; _eventFlash.IsFinished = true; return; } _currentRotationTime += Time.deltaTime * (360 * Agent.BlackBoard.rotationSmooth); if (_currentRotationTime >= _rotationTime) { _currentRotationTime = _rotationTime; } float progress = _currentRotationTime / _rotationTime; Quaternion q = Quaternion.Lerp(_startRotation, _finalRotation, Mathfx.Hermite(0, 1, progress)); Agent.Transform.rotation = q; if (_rotationTime <= Time.timeSinceLevelLoad) { Agent.Transform.position = _eventFlash.finalPosition; Agent.Transform.LookAt(_eventFlash.target.Transform.position); IsFinished = true; _eventFlash.IsFinished = true; } }
/// <summary> /// Return value based on curve from Mathfx class. /// </summary> /// <returns>The value.</returns> /// <param name="animationCurve">Animation curve.</param> /// <param name="start">Start.</param> /// <param name="end">End.</param> /// <param name="t">T.</param> public static float CurvedValue(AnimationCurveEnum animationCurve, float start, float end, float t) { switch (animationCurve) { case AnimationCurveEnum.Hermite: return(Mathfx.Hermite(start, end, t)); case AnimationCurveEnum.Sinerp: return(Mathfx.Sinerp(start, end, t)); case AnimationCurveEnum.Coserp: return(Mathfx.Coserp(start, end, t)); case AnimationCurveEnum.Berp: return(Mathfx.Berp(start, end, t)); case AnimationCurveEnum.Bounce: return(start + ((end - start) * Mathfx.Bounce(t))); case AnimationCurveEnum.Lerp: return(Mathfx.Lerp(start, end, t)); case AnimationCurveEnum.Clerp: return(Mathfx.Clerp(start, end, t)); default: return(0); } }
IEnumerator ScaleUp() { Color color = text.color; color.a = 0; text.color = color; //Scaling the white bar transform.localPosition = new Vector3(piece.localPosition.x * 1 / transform.parent.localScale.x + offset.x, transform.localPosition.y + offset.y, piece.localPosition.z * 1 / transform.parent.localScale.z + offset.z); float t = 0; Vector3 scale = new Vector3(transform.localScale.x, 0, transform.localScale.z); transform.localScale = scale; while (t < 1) { t += Time.deltaTime; scale.y = Mathfx.Hermite(0, 1, t); transform.localScale = scale; yield return(0); } //Fading the text t = 0; while (t < 1) { t += Time.deltaTime; color.a = Mathfx.Hermite(0, 1, t); text.color = color; yield return(0); } }
public IEnumerator MoveSprite(Sprite s, float time, float delay, Vector2 leftDown) { yield return(new WaitForSeconds(delay)); float currentTime = 0; Vector3 start = s.clientTransform.position; Vector3 end = new Vector3((leftDown.x + _xOffset + (s.width / 2.0f)), (int)ZeroLocation * (-leftDown.y + _yOffset - (s.height / 2.0f)), 0); if (time == 0) { s.clientTransform.position = end; Transform(s); yield break; } float progress; while (currentTime < time) { currentTime += Time.deltaTime; if (currentTime > time) { currentTime = time; } progress = currentTime / time; s.clientTransform.position = Mathfx.Hermite(start, end, progress); Transform(s); yield return(new WaitForEndOfFrame()); } }
private float AnimationCurveCompletionPerc(float origPercentage) { switch (AnimationCurve) { case AnimationCurves.Linear: { return(Mathfx.Lerp(0, 1, origPercentage)); } case AnimationCurves.Elastic: { return(Mathfx.Berp(0, 1, origPercentage)); } case AnimationCurves.Bounce: { return(Mathfx.Bounce(origPercentage)); } case AnimationCurves.EaseInOut: default: { return(Mathfx.Hermite(0, 1, origPercentage)); } } }
private void EnteringUpdate() { var t = getT(timeLastState, timeToEnter); if (t >= 1.0) { current_state = StepCompletePanelState.SHOWING; timeLastState = Time.time; if (panel_type == TutorialEventController.TutorialStates.PICK_UP_TOOL_GO_TO_PATIENT) { for (int i = 0; i < TutorialEventController.Instance.playerHasTool.Length; ++i) { Tool.ToolType type = TutorialEventController.Instance.playerHasTool[i]; bool atPatient = TutorialEventController.Instance.doctorAtPatient[i]; if (atPatient) { AddPlayerCircle(i, type, true); } else if (type != Tool.ToolType.NONE) { AddPlayerCircle(i, type, false); } } } } Vector3 newPos = Mathfx.Hermite(startPos, rect3posOrig, t); rectTrans.position = newPos; }
/* Refines each sample index in between the start slider sample index and the end slider sample index. Uses a Hermite curve to give * ease-in ease-out functionality. Slices the work into two halves, one from the start slider sample index to the last sample index, * and one from the last sample index to the end sample index. */ private void ApplyRefinement() { float percent; int startSliderSampleIndex = DMS.SFS_GetStartSliderSampleIndex(); // For caching int endSliderSampleIndex = DMS.SFS_GetEndSliderSampleIndex(); // For caching Vector3 diff = transform.position - samplePositions[lastSampleIndex]; // From range [start slider sample index, last sample index] for (int i = startSliderSampleIndex; i <= lastSampleIndex; i++) { percent = (i - startSliderSampleIndex) / ((float)lastSampleIndex - startSliderSampleIndex); float hermitePercent = Mathfx.Hermite(0.0f, 1.0f, percent); Vector3 offset = diff * hermitePercent; alternativeSamplePositions[i] = samplePositions[i]; samplePositions[i] = samplePositions[i] + offset; } diff = transform.position - samplePositions[lastSampleIndex + 1]; // From range (last sample index, end slider sample index], going backwards for (int i = endSliderSampleIndex; i >= lastSampleIndex + 1; i--) { percent = (endSliderSampleIndex - i) / (float)(endSliderSampleIndex - lastSampleIndex - 1); float hermitePercent = Mathfx.Hermite(0.0f, 1.0f, percent); Vector3 offset = diff * hermitePercent; alternativeSamplePositions[i] = samplePositions[i]; samplePositions[i] = samplePositions[i] + offset; } }
override public void Update() { // if (Action.Target != null) // UpdateFinalRotation(); //Debug.DrawLine(OwnerTransform.position + new Vector3(0, 1, 0), OwnerTransform.position + new Vector3(0, 1, 0) + tmp * 5 ); CurrentRotationTime += Time.deltaTime * Action.RotationModifier; if (CurrentRotationTime >= RotationTime) { CurrentRotationTime = RotationTime; } float progress = CurrentRotationTime / RotationTime; Quaternion q = Quaternion.Lerp(StartRotation, FinalRotation, Mathfx.Hermite(0, 1, progress)); // Debug.Log(q.ToString() + " " + StartRotation.ToString() + " " + FinalRotation.ToString() + " " + progress); Owner.Transform.rotation = q; if (EndOfStateTime <= Time.timeSinceLevelLoad) { Release(); } }
// Update is called once per frame void Update() { if (current_state == PlayerCircleStates.APPEARING) { var t = (Time.time - startTime) / timeToAppear; if (t >= 1.0f) { current_state = PlayerCircleStates.SHOWING; startTime = Time.time; } else { var newScale = Mathfx.Hermite(Vector3.zero, Vector3.one, t); rectTrans.localScale = newScale; } } else if (current_state == PlayerCircleStates.DISAPPEARING) { var t = (Time.time - startTime) / timeToAppear; if (t >= 1.0f) { current_state = PlayerCircleStates.NOTHING; startTime = Time.time; } else { var newScale = Mathfx.Hermite(Vector3.one, Vector3.zero, t); rectTrans.localScale = newScale; } } }
IEnumerator LowerMusicVolume() { Debug.Log("Lower music volume"); //target volume float loweredVolume = musicDefaultvolume / reducedMusicVolumeRatio; //Check if the music's volume is not already reduced if (musicAudio.volume == loweredVolume) { yield break; } //Reduce the volume over time float t = 0; while (t < 1) { t += Time.deltaTime * 2; musicAudio.volume = Mathfx.Hermite(musicDefaultvolume, loweredVolume, t); yield return(0); } StartCoroutine(CheckIfClipEnded()); }
private void updateMeleeAttack() { // If the enemy should be attacking and is not already in a melee attack then start attacking if (attacking && Time.time > nextMelee) { nextMelee = Time.time + meleeTime; } // If we are still melee attacking then animate it if (nextMelee - Time.time >= 0) { float percent = Mathfx.Hermite(0, 1, (1 - (nextMelee - Time.time) / meleeTime)); float angle = meleeArc * percent; angle -= meleeArc / 2f; Vector2 position = new Vector2(Mathf.Cos(angle * Mathf.Deg2Rad), Mathf.Sin(angle * Mathf.Deg2Rad)); meleeObj.transform.localPosition = position * 0.5f; meleeObj.transform.localRotation = Quaternion.Euler(0, 0, angle); meleeObj.SetActive(true); } // Else hide the attack image else { meleeObj.SetActive(false); } }
override public void Update() { UpdateFinalRotation(); // Debug.DrawLine(OwnerTransform.position + new Vector3(0, 1, 0), FinalPosition + new Vector3(0, 1, 0)); RotationProgress += Time.deltaTime * Owner.BlackBoard.RotationSmoothInMove; RotationProgress = Mathf.Min(RotationProgress, 1); Quaternion q = Quaternion.Slerp(StartRotation, FinalRotation, RotationProgress); Owner.Transform.rotation = q; if (MoveOk && AnimEngine[Action.Data.AnimName].time > AnimEngine[Action.Data.AnimName].length * 0.1f) { // Smooth the speed based on the current target direction float curSmooth = Owner.BlackBoard.SpeedSmooth * Time.deltaTime; Owner.BlackBoard.Speed = Mathfx.Hermite(Owner.BlackBoard.Speed, MaxSpeed, curSmooth); Owner.BlackBoard.MoveDir = Owner.Forward; float dist = Owner.BlackBoard.Speed * 2 * Time.deltaTime; MoveOk = Move(Owner.BlackBoard.MoveDir * dist); if (NoHitTimer < Time.timeSinceLevelLoad) { Owner.SoundPlayRoll(); NoHitTimer = Time.timeSinceLevelLoad + 0.75f; } // Åжϼ¼ÄÜÉ˺¦ Vector3 dirToPlayer = Player.Instance.transform.position - Owner.Transform.position; if (dirToPlayer.magnitude < Owner.BlackBoard.WeaponRange) { ActionInjury injury = ActionFactory.Create(ActionFactory.E_Type.E_INJURY) as ActionInjury; injury.Impuls = (dirToPlayer).normalized; Player.Instance.GetComponent <AnimComponent>().HandleAction(injury); Player.Instance.Owner.BlackBoard.Health -= 10; Player.Instance.comboHitNum = 0; } } if (Effect == null && Time.timeSinceLevelLoad > TimeToStartEffect && Time.timeSinceLevelLoad < TimeToEndEffect) { Effect = CombatEffectsManager.Instance.PlayWhirlEffect(Transform); } else if (Effect != null && Time.timeSinceLevelLoad > TimeToEndEffect) { CombatEffectsManager.Instance.ReturnWhirlEffect(Effect); Effect = null; } if (TimeToEndState < Time.timeSinceLevelLoad) { Owner.WorldState.SetWSProperty(E_PropKey.E_IDLING, true); Release(); } }
public static Vector3 Hermite(Vector3 start, Vector3 end, float value) { return(new Vector3( Mathfx.Hermite(start.x, end.x, value), Mathfx.Hermite(start.y, end.y, value), Mathfx.Hermite(start.z, end.z, value) )); }
//void FixedUpdate() { //playerPhysBounds.transform.rotation = Quaternion.Slerp(playerPhysBounds.transform.rotation, targetRotation, Time.deltaTime * 3f); //Vector3 oldPos = playerPhysBounds.transform.localPosition; //transform.position = new Vector3(transform.position.x, playerPhysBounds.transform.position.y, transform.position.z); //playerPhysBounds.transform.localPosition = oldPos; //eyeParent.transform.position = playerPhysBounds.transform.position; //eyeParent.transform.position = playerPhysBounds.transform.TransformPoint(-headCam.transform.localPosition); //eyeParent.transform.rotation = playerPhysBounds.transform.rotation; //} void moveByDelta(Vector3 start, Vector3 delta, float moveTime) { float distDelta = Mathfx.Hermite(0, 1, totalTime / moveTime) - distanceMoved; Vector3 deltaPos = Quaternion.AngleAxis(headset.gameObject.transform.localEulerAngles.y, Vector3.up) * (delta * distDelta); transform.position += transform.rotation * deltaPos; totalTime += Time.deltaTime; distanceMoved += distDelta; }
// ================================================================================================== // === Main update functions ======================================================================== void HealhBarUpdate() { if (!m_Initialised) { InitHealthBar(); } if (!m_Visible) { ShowHealthBar(); } //ppokud jsme srazili zdravi na nulu, ukonci corutinu, skryj bar if (currentHP <= 0) { //Debug.Log("Boss dead"); HideHealthBar(); CancelInvoke(); return; } //pokud doslo ke zmene zdravi aganta, spusti novou animaci float agentHP = boss.HealthPercent; if (animTargetHP > agentHP) { animTargetHP = agentHP; float runningAnimProgressTime = 0; if (curAnimTime > 0) { runningAnimProgressTime = animTimeLength - curAnimTime; //kolik casu jsme uz odecetli } animTimeLength = (animStartHP - animTargetHP) / animSpeed; curAnimTime = animTimeLength - runningAnimProgressTime; //srovnej s actualni interpolaci while (currentHP < Mathfx.Hermite(animStartHP, animTargetHP, Mathf.Clamp(1.0f - (curAnimTime / animTimeLength), 0, 1))) { curAnimTime -= 0.05f; //Debug.Log("Adjusting health anim time: currentHP " + currentHP + " newHP " + Hermite(animStartHP, animTargetHP, Mathf.Clamp(1.0f - (curAnimTime/animTimeLength), 0, 1)) ); } //Debug.Log( "curAnimTime: " + curAnimTime + " animStartHP: " + animStartHP + " animTargetHP: " + animTargetHP + " runningAnimProgressTime: " + runningAnimProgressTime + " animTimeLength: " + animTimeLength); //spusti animaci zasahu if (hitAnimClip) { m_ProgressBar.PlayAnimClip(hitAnimClip); } //PlayHitAnim(); } }
public IEnumerator Show() { float t = 0; while (t < 1) { t += Time.deltaTime * 2; transform.localScale = Mathfx.Hermite(Vector3.zero, scale, t); yield return(0); } }
public override void Loop() { UpdateFinalRotation(); _rotationProgress += Time.deltaTime * Owner.BlackBoard.rotationSmoothInMove; _rotationProgress = Mathf.Min(_rotationProgress, 1); Quaternion q = Quaternion.Slerp(_startRotation, _finalRotation, _rotationProgress); Owner.Transform.rotation = q; if (_moveOk && Owner.AnimEngine[_agentAction.data.animName].time > Owner.AnimEngine[_agentAction.data.animName].length * 0.1f) { float curSmooth = Owner.BlackBoard.speedSmooth * Time.deltaTime; Owner.BlackBoard.speed = Mathfx.Hermite(Owner.BlackBoard.speed, _maxSpeed, curSmooth); Owner.BlackBoard.moveDir = Owner.Forward; float dist = Owner.BlackBoard.speed * Time.deltaTime; _moveOk = Move(Owner.BlackBoard.moveDir * dist, true); if (_hitTimer < Time.timeSinceLevelLoad) // 伤害结算计时 { if (Owner.BlackBoard.desiredTarget != null && Owner.BlackBoard.desiredTarget.BlackBoard.IsAlive && Owner.BlackBoard.desiredTarget.BlackBoard.motionType != MotionType.ROLL && Owner.BlackBoard.desiredTarget.BlackBoard.invulnerable == false) { if ((Owner.BlackBoard.desiredTarget.Position - Owner.Position).sqrMagnitude < Owner.BlackBoard.weaponRange * Owner.BlackBoard.weaponRange) { Owner.BlackBoard.desiredTarget.ReceiveDamage(Owner, WeaponType.Body, _agentAction.data.hitDamage, _agentAction.data); //Owner.SoundPlayHit(); } } _hitTimer = Time.timeSinceLevelLoad + 0.75f; } } /*if (Effect == null && Time.timeSinceLevelLoad > TimeToStartEffect && Time.timeSinceLevelLoad < TimeToEndEffect) * { * Effect = CombatEffectsManager.Instance.PlayWhirlEffect(Transform); * } * else if (Effect != null && Time.timeSinceLevelLoad > TimeToEndEffect) * { * CombatEffectsManager.Instance.ReturnWhirlEffect(Effect); * Effect = null; * }*/ if (_timeToEndState < Time.timeSinceLevelLoad) { IsFinished = true; } }
private IEnumerator RotateAnimation(float startEuler, float endEuler, float costTime) { float degree = 0f; float delta = 1f / costTime; while (degree < 1f) { transform.eulerAngles = new Vector3(0, 0, Mathfx.Hermite(startEuler, endEuler, degree)); degree += Time.deltaTime * delta; yield return(null); } transform.eulerAngles = new Vector3(0, 0, endEuler); }
public IEnumerator Hide() { float t = 1; while (t > 0) { t -= Time.deltaTime * 2; transform.localScale = Mathfx.Hermite(Vector3.zero, scale, t); yield return(0); } gameObject.SetActive(false); }
private void LeavingUpdate() { var t = getT(timeLastState, timeToLeave); if (t >= 1.0) { current_state = StepCompletePanelState.GONE; timeLastState = Time.time; this.gameObject.SetActive(false); } Vector3 newPos = Mathfx.Hermite(rect3posOrig, startPos, t); rectTrans.position = newPos; }
public void UpdateZoom() { if (_doZoom) { _elapsedZoomTime += Time.deltaTime; float value = Mathfx.Hermite(_initZoom, _endZoom, _elapsedZoomTime / _zoomTime); _cam.fieldOfView = value; if (_elapsedZoomTime >= _zoomTime) { _doZoom = false; _cam.fieldOfView = _endZoom; } } }
//Moves into its split position, when we split the model public IEnumerator MoveToSplitPos() { float t = 0; while (t < 1) { t += Time.deltaTime; Vector3 pos; pos.x = Mathfx.Hermite(originalPos.x, targetPosObj.localPosition.x, t); pos.y = Mathfx.Hermite(originalPos.y, targetPosObj.localPosition.y, t); pos.z = Mathfx.Hermite(originalPos.z, targetPosObj.localPosition.z, t); transform.localPosition = pos; yield return(0); } }
public static IEnumerator HermiteScaleRealtime(Transform transform, Vector3 startScale, Vector3 endScale, float duration) { float startTime = Time.unscaledTime; while (Time.unscaledTime < startTime + duration) { float t = Mathf.Clamp01((Time.unscaledTime - startTime) / duration); t = Mathfx.Hermite(0.0f, 1.0f, t); if (transform != null) { transform.localScale = Vector3.Lerp(startScale, endScale, t); } yield return(null); } }
// Update is called once per frame void Update() { t += Time.deltaTime / fadeTime * dir; if (t > 1) { dir = -1; t = 1; } else if (t < 0) { dir = 1; t = 0; } color.a = Mathfx.Hermite(0, 1, t); text.color = color; }