public static WaitForLateUpdate Create() { if (_handle == null) { _handle = new WaitForLateUpdate(); } if (_token == null) { _token = new PumpToken(); GameLoop.LateUpdatePump.Add(_token); } return(_handle); }
public static WaitForLateUpdate Create() { if (_handle == null) { _handle = new WaitForLateUpdate(); } if (!_active) { _active = true; GameLoopEntry.OnLateUpdate += OnLateUpdateCallback; } return(_handle); }
private System.Collections.IEnumerator DoUpdateRoutine() { while (true) { if (_linkTarget != null) { Constraint c; var trans = this.transform; //constrain position c = (_constraint & Constraint.Position); if (c == Constraint.Position) { if (_doPositionDamping) { switch (_positionDampingStyle) { case JointDampingStyle.Ease: trans.position = Vector3.Lerp(trans.position, _linkTarget.position, Time.deltaTime * _positionDampingStrength); break; case JointDampingStyle.Linear: trans.position = Vector3.MoveTowards(trans.position, _linkTarget.position, Time.deltaTime * _positionDampingStrength); break; case JointDampingStyle.Elastic: { var tpos = _linkTarget.position; var pos = trans.position; if (_positionDampingStrength < 0.0001f) { trans.position = tpos; break; } float t = 1f - Mathf.Clamp01(1f / _positionDampingStrength) * 0.99f; tpos += (tpos - pos); trans.position = Vector3.LerpUnclamped(pos, tpos, t); } break; } } else { trans.position = _linkTarget.position; } } else if (c != 0) { Vector3 pos = trans.position; Vector3 tpos = _linkTarget.position; if ((_constraint & Constraint.XPosition) != 0) { if (_doPositionDamping) { pos.x = DampFloat(pos.x, tpos.x, Time.deltaTime, _positionDampingStrength, _positionDampingStyle); } else { pos.x = tpos.x; } } if ((_constraint & Constraint.YPosition) != 0) { if (_doPositionDamping) { pos.y = DampFloat(pos.y, tpos.y, Time.deltaTime, _positionDampingStrength, _positionDampingStyle); } else { pos.y = tpos.y; } } if ((_constraint & Constraint.ZPosition) != 0) { if (_doPositionDamping) { pos.z = DampFloat(pos.z, tpos.z, Time.deltaTime, _positionDampingStrength, _positionDampingStyle); } else { pos.z = tpos.z; } } trans.position = pos; } //constrain rotation c = (_constraint & Constraint.Rotation); if (c == Constraint.Rotation) { if (_doRotationDamping) { switch (_positionDampingStyle) { case JointDampingStyle.Ease: trans.rotation = Quaternion.Slerp(trans.rotation, _linkTarget.rotation, Time.deltaTime * _positionDampingStrength); break; case JointDampingStyle.Linear: trans.rotation = Quaternion.RotateTowards(trans.rotation, _linkTarget.rotation, Time.deltaTime * _positionDampingStrength); break; case JointDampingStyle.Elastic: { var tpos = _linkTarget.rotation; var pos = trans.rotation; if (_positionDampingStrength < 0.0001f) { trans.rotation = tpos; break; } float t = 1f - Mathf.Clamp01(1f / _positionDampingStrength) * 0.99f; tpos *= QuaternionUtil.FromToRotation(pos, tpos); trans.rotation = Quaternion.SlerpUnclamped(pos, tpos, t); } break; } } else { trans.rotation = _linkTarget.rotation; } } else if (c != 0) { var rot = trans.eulerAngles; var targRot = _linkTarget.eulerAngles; if ((_constraint & Constraint.XRotation) != 0) { if (_doRotationDamping) { rot.x = DampFloat(rot.x, targRot.x, Time.deltaTime, _rotationDampingStrength, _rotationDampingStyle); } else { rot.x = targRot.x; } } if ((_constraint & Constraint.YRotation) != 0) { if (_doRotationDamping) { rot.y = DampFloat(rot.y, targRot.y, Time.deltaTime, _rotationDampingStrength, _rotationDampingStyle); } else { rot.y = targRot.y; } } if ((_constraint & Constraint.ZRotation) != 0) { if (_doRotationDamping) { rot.z = DampFloat(rot.z, targRot.z, Time.deltaTime, _rotationDampingStrength, _rotationDampingStyle); } else { rot.z = targRot.z; } } trans.eulerAngles = rot; } } switch (_updateMode) { case UpdateSequence.None: case UpdateSequence.Update: yield return(null); break; case UpdateSequence.FixedUpdate: yield return(RadicalCoroutine.WaitForFixedUpdate); break; case UpdateSequence.LateUpdate: yield return(WaitForLateUpdate.Create()); break; } } }