// Update is called once per frame public override void Update() { Rigidbody2D rb = GetComponent <Rigidbody2D> (); //rb.velocity *= 0.99; base.Update(); _LifeSpan1 -= Time.deltaTime; float 时刻 = Time.realtimeSinceStartup; SpriteRenderer sr = GetComponent <SpriteRenderer> (); Color 当前颜色 = sr.color; float 透明度 = 当前颜色.a; 透明度 = Mathf.PerlinNoise( _噪声速率.x * 时刻, _噪声速率.y * 时刻); 透明度 = AT_MathUtil.map( 透明度, 0.0f, 1.0f, _基准值 - _最大偏移, _基准值 + _最大偏移); 当前颜色.a = 透明度; sr.color = 当前颜色; }
// Update is called once per frame void Update() { SpriteRenderer sr = GetComponent <SpriteRenderer> (); float 当前透明度 = sr.color.a; float 时刻 = Time.realtimeSinceStartup; Vector3 HSV = Vector3.zero; for (int i = 0; i < 3; i++) { float X = _噪声变化速率 [i] * 时刻; float Y = X * _噪声变化的斜率[i]; float value = Mathf.PerlinNoise(X, Y + _噪声变化的Y起点 [i]); HSV [i] = AT_MathUtil.map(value, 0, 1.0f, _HSV范围.min [i], _HSV范围.max [i]); } HSV [0] = Mathf.Repeat(HSV [0], 1.0f); HSV [1] = Mathf.Clamp01(HSV [1]); HSV [2] = Mathf.Clamp01(HSV[2]); Color 当前颜色 = Color.HSVToRGB(HSV [0], HSV [1], HSV [2]); 当前颜色.a = 当前透明度; sr.color = 当前颜色; }
// Update is called once per frame void Update() { Rigidbody2D rb = GetComponent <Rigidbody2D>(); if (rb == null) { return; } controlWind(); acceleration = acceleration + acVary; rb.AddForce(acceleration); acceleration.Set(0, 0, 0); float 时刻 = Time.realtimeSinceStartup; SpriteRenderer sr = GetComponent <SpriteRenderer>(); Color 当前颜色 = sr.color; float 透明度 = 当前颜色.a; 透明度 = Mathf.PerlinNoise( _噪声速率.x * 时刻, _噪声速率.y * 时刻); 透明度 = AT_MathUtil.map( 透明度, 0.0f, 1.0f, _基准值 - _最大偏移, _基准值 + _最大偏移); 当前颜色.a = 透明度; sr.color = 当前颜色; }
// Update is called once per frame void Update() { float nowTime = Time.realtimeSinceStartup; float scale = Mathf.PerlinNoise(nowTime, noisePara); scale = AT_MathUtil.map(scale, 0.0f, 1.0f, minScale, maxScale); Vector3 v3 = preSize * scale; transform.localScale = v3; }
// Update is called once per frame void Update() { float 当前时刻_秒 = Time.realtimeSinceStartup; float 随机尺度 = Mathf.PerlinNoise(当前时刻_秒, _噪声参数y); 随机尺度 = AT_MathUtil.map(随机尺度, 0.0f, 1.0f, _最小尺度, _最大尺度); Vector3 随机尺度v3 = _原始尺度 * 随机尺度; transform.localScale = 随机尺度v3; }
void BaseBehaviour() { float x = NextGaussian(0.2f, 0.2f, 0, 0.1f); float y = NextGaussian(0.3f, 0.3f, 0, 0.1f); float xx = AT_MathUtil.map( x, 0.0f, 0.1f, -1.0f, 1.0f); float yy = AT_MathUtil.map( y, 0.0f, 0.1f, -1.0f, 1.0f); transform.localScale += new Vector3(xx * 0.01f, yy * 0.01f, 0); }
// Update is called once per frame void Update() { float nowTime = Time.realtimeSinceStartup; float angle = Mathf.PerlinNoise(nowTime, noisePara); angle = AT_MathUtil.map(angle, 0.0f, 1.0f, 0, 180); transform.Rotate(Vector3.forward, angle); float x = radius.x * Mathf.Sin(2 * nowTime); float y = radius.x * Mathf.Cos(2 * nowTime); Vector3 nowPos = new Vector3(x, y, 0.0f); nowPos += pos; transform.localPosition = nowPos; }
// Update is called once per frame void Update() { float 当前时刻_秒 = Time.realtimeSinceStartup; Vector3 随机化尺度 = _基准尺度; for (int i = 0; i < 3; i++) { Vector2 噪声位置 = _噪声起点[i] + 当前时刻_秒 * _噪声速率 [i]; float 尺度改变 = Mathf.PerlinNoise(噪声位置.x, 噪声位置.y); float 尺度改变系数 = AT_MathUtil.map( 尺度改变, 0, 1.0f, _最小尺度 [i], _最大尺度 [i]); 随机化尺度 [i] *= 尺度改变系数; } transform.localScale = 随机化尺度; }
// Update is called once per frame void Update() { float 时刻 = Time.realtimeSinceStartup; SpriteRenderer sr = GetComponent <SpriteRenderer> (); Color 当前颜色 = sr.color; float 透明度 = 当前颜色.a; 透明度 = Mathf.PerlinNoise( _噪声速率.x * 时刻, _噪声速率.y * 时刻); 透明度 = AT_MathUtil.map( 透明度, 0.0f, 1.0f, _基准值 - _最大偏移, _基准值 + _最大偏移); 当前颜色.a = 透明度; sr.color = 当前颜色; }
// Update is called once per frame void Update() { float nowTime = Time.realtimeSinceStartup; float scale = Mathf.PerlinNoise(nowTime, noisePara); scale = AT_MathUtil.map(scale, 0.0f, 1.0f, minScale, maxScale); Vector3 v3 = preSize * scale; transform.localScale = v3; SpriteRenderer sr = GetComponent <SpriteRenderer>(); Color nowColor = sr.color; nowColor.r = Mathf.PerlinNoise( nowTime, color[0]); nowColor.g = Mathf.PerlinNoise( nowTime, color[1]); nowColor.b = Mathf.PerlinNoise( nowTime, color[2]); nowColor.a = Mathf.PerlinNoise( nowTime, color[3]); sr.color = nowColor; }