public override void Initialize(DreamStarGenerator_Mixer generator) { if (generator.b < 0) { generator.b = 0; } }
public override Vector3 StarAlgorithm(float Angle, DreamStarGenerator_Mixer generator, Vector3 lastPosition) { float MaxDistSqrt = MaxDistance * MaxDistance; Angle *= Angle_MP; float r = 0; float radiant = Angle * Mathf.Deg2Rad * generator.a; float value1 = 1; r = generator.Radius * (value1); float x = 0; float y = 0; float dist = (TargetPoint.x - lastPosition.x) * (TargetPoint.x - lastPosition.x) + (TargetPoint.y - lastPosition.y) * (TargetPoint.y - lastPosition.y); float lerp = Mathf.InverseLerp(0, MaxDistSqrt, dist); x += TargetPoint.x * ImpactCurve.Evaluate(lerp) * Impact; y += TargetPoint.y * ImpactCurve.Evaluate(lerp) * Impact; return(new Vector3(x, y, 0)); }
public override void Initialize(DreamStarGenerator_Mixer generator) { if (Target) { TargetPoint = transform.InverseTransformPoint(Target.position); } }
public override Vector3 StarAlgorithm(float Angle, DreamStarGenerator_Mixer generator, Vector3 lastPosition) { Angle *= Angle_MP; float r = 0; float radiant = Angle * Mathf.Deg2Rad * generator.a; float value1 = 1; r = generator.Radius * (value1); float x = r * Mathf.Cos(radiant); float y = r * Mathf.Sin(radiant); return(new Vector3(x, y, 0) * Impact); }
public override Vector3 StarAlgorithm(float Angle, DreamStarGenerator_Mixer generator, Vector3 lastPosition) { Angle *= Angle_MP; float r = 0; float radiant = Angle * generator.a; float alternator = Mathf.Cos(radiant / (generator.b / 1000)); float value1 = 1 * alternator; r = generator.Radius * (value1); float x = r * Mathf.Cos(Angle); float y = r * Mathf.Sin(Angle); return(new Vector3(x, y, 0) * Impact); }
public override Vector3 StarAlgorithm(float Angle, DreamStarGenerator_Mixer generator) { Angle *= Angle_MP; float r = 0; float radiant = Angle * Mathf.Deg2Rad * generator.a; float value1 = 1; r = generator.Radius * (value1); float x = r * Mathf.Cos(radiant); float y = r * Mathf.Sin(radiant); float curvevalue = generator.Curve_A.Evaluate(Angle * generator.b); float powcurvevalue = Mathf.Pow(curvevalue, generator.c); return(new Vector3(x, y, 0) * powcurvevalue * Impact); }
public virtual Vector3 StarAlgorithm(float Angle, DreamStarGenerator_Mixer generator) { return(new Vector3()); }
public virtual void Initialize(DreamStarGenerator_Mixer generator) { }