Пример #1
0
    void SaveTransformValues()
    {
        Vector3 localPosition = mTargetTransform.localPosition;

        mDampingX.Reset(localPosition.x, 0, localPosition.x);
        mDampingY.Reset(localPosition.y, 0, localPosition.y);
        mDampingPitch.Reset(mPitch, 0, mPitch);
        mDampingYaw.Reset(mYaw, 0, mYaw);
        mDampingScale.Reset(mScale, 0, mScale);
    }
Пример #2
0
    public void MotionTo(Vector3 targetPos, float pitch, float yaw, float scale, float overshoot, float friction)
    {
        pitch = mPitch + MathUtil.ReduceAngle(pitch - mPitch);
        yaw   = mYaw + MathUtil.ReduceAngle(yaw - mYaw);
        //Debug.Log("MotionTo: " + mPitch + " -> " + pitch + "  yaw:" + mYaw + " -> " + yaw);
        //Debug.Log("curPitch=" + mDampingPitch.Value + " curYaw=" + mDampingYaw.Value);
        mDampingX.Target     = targetPos.x;
        mDampingY.Target     = targetPos.y;
        mDampingPitch.Target = pitch;
        //注意mDampingYaw的当前value可能是超过360度,而mYaw的值是规约后的,重置一下避免多转一圈的情况
        mDampingYaw.Reset(mYaw, mDampingYaw.Velocity, yaw);
        mDampingScale.Target = scale;

        foreach (Damping damping in mTransformDampings)
        {
            damping.SetFriction(overshoot, friction);
        }
        mInMotion = true;
    }