Пример #1
0
 public void Remove()
 {
     startPos     = endPos;
     endPos       = removePos;
     easeFunction = easeFunctionOut;
     seconds      = secondsOut;
     isMoving     = true;
     t            = 0;
     remove       = true;
 }
Пример #2
0
 public void Init(string text)
 {
     // InitPosition
     remove = false;
     characterController = GetComponentInChildren <GuiCharacterController>();
     transform.position  = GetPosition(startScreenX, startScreenY, startOffsetX, startOffsetY);
     startPos            = transform.position;
     endPos       = GetPosition(endScreenX, endScreenY, endOffsetX, endOffsetY);
     removePos    = GetPosition(removeScreenX, removeScreenY, endOffsetX, endOffsetY);
     easeFunction = easeFunctionIn;
     seconds      = secondsIn;
     isMoving     = true;
     t            = 0;
     characterController.Show(text);
 }
Пример #3
0
    /// <summary>
    /// Simply interface for getting interpolated value.
    /// </summary>
    /// <returns>Interpolated value.</returns>
    /// <param name="t">Input value (0 to 1).</param>
    /// <param name="easeFunction">Ease function.</param>
    /// <param name="easeType">Ease type.</param>
    public static float GetInterpolated(float t, EASE_FUNCTION easeFunction, EASE_TYPE easeType)
    {
        switch (easeFunction)
        {
        case EASE_FUNCTION.Back:
            switch (easeType)
            {
            case EASE_TYPE.EaseIn: return(Easing.Back.easeIn(t));

            case EASE_TYPE.EaseOut: return(Easing.Back.easeOut(t));

            case EASE_TYPE.EaseInOut: return(Easing.Back.easeInOut(t));
            }
            break;

        case EASE_FUNCTION.Bounce:
            switch (easeType)
            {
            case EASE_TYPE.EaseIn: return(Easing.Bounce.easeIn(t));

            case EASE_TYPE.EaseOut: return(Easing.Bounce.easeOut(t));

            case EASE_TYPE.EaseInOut: return(Easing.Bounce.easeInOut(t));
            }
            break;

        case EASE_FUNCTION.Circ:
            switch (easeType)
            {
            case EASE_TYPE.EaseIn: return(Easing.Circ.easeIn(t));

            case EASE_TYPE.EaseOut: return(Easing.Circ.easeOut(t));

            case EASE_TYPE.EaseInOut: return(Easing.Circ.easeInOut(t));
            }
            break;

        case EASE_FUNCTION.Cubic:
            switch (easeType)
            {
            case EASE_TYPE.EaseIn: return(Easing.Cubic.easeIn(t));

            case EASE_TYPE.EaseOut: return(Easing.Cubic.easeOut(t));

            case EASE_TYPE.EaseInOut: return(Easing.Cubic.easeInOut(t));
            }
            break;

        case EASE_FUNCTION.Elastic:
            switch (easeType)
            {
            case EASE_TYPE.EaseIn: return(Easing.Elastic.easeIn(t));

            case EASE_TYPE.EaseOut: return(Easing.Elastic.easeOut(t));

            case EASE_TYPE.EaseInOut: return(Easing.Elastic.easeInOut(t));
            }
            break;

        case EASE_FUNCTION.Expo:
            switch (easeType)
            {
            case EASE_TYPE.EaseIn: return(Easing.Expo.easeIn(t));

            case EASE_TYPE.EaseOut: return(Easing.Expo.easeOut(t));

            case EASE_TYPE.EaseInOut: return(Easing.Expo.easeInOut(t));
            }
            break;

        case EASE_FUNCTION.Linear:
            switch (easeType)
            {
            case EASE_TYPE.EaseIn: return(Easing.Linear.easeIn(t));

            case EASE_TYPE.EaseOut: return(Easing.Linear.easeOut(t));

            case EASE_TYPE.EaseInOut: return(Easing.Linear.easeInOut(t));
            }
            break;

        case EASE_FUNCTION.Quad:
            switch (easeType)
            {
            case EASE_TYPE.EaseIn: return(Easing.Quad.easeIn(t));

            case EASE_TYPE.EaseOut: return(Easing.Quad.easeOut(t));

            case EASE_TYPE.EaseInOut: return(Easing.Quad.easeInOut(t));
            }
            break;

        case EASE_FUNCTION.Quart:
            switch (easeType)
            {
            case EASE_TYPE.EaseIn: return(Easing.Quart.easeIn(t));

            case EASE_TYPE.EaseOut: return(Easing.Quart.easeOut(t));

            case EASE_TYPE.EaseInOut: return(Easing.Quart.easeInOut(t));
            }
            break;

        case EASE_FUNCTION.Quint:
            switch (easeType)
            {
            case EASE_TYPE.EaseIn: return(Easing.Quint.easeIn(t));

            case EASE_TYPE.EaseOut: return(Easing.Quint.easeOut(t));

            case EASE_TYPE.EaseInOut: return(Easing.Quint.easeInOut(t));
            }
            break;

        case EASE_FUNCTION.Sine:
            switch (easeType)
            {
            case EASE_TYPE.EaseIn: return(Easing.Sine.easeIn(t));

            case EASE_TYPE.EaseOut: return(Easing.Sine.easeOut(t));

            case EASE_TYPE.EaseInOut: return(Easing.Sine.easeInOut(t));
            }
            break;
        }
        return(t);
    }