public void efInit() { this.curKeyFrameIdx_ = this.startKeyFrameIdx_; this.curKey_FrameCt = 0; this.curKey_DelayCt = 0; this.curKey_FrameMax = (int)this.getCurKey_FrameMax(); this.curKey_DelayMax = (int)this.getCurKey_DelayMax(); this.curFrameValue_ = this.keyFrame_[this.curKeyFrameIdx_].Clone(); }
private void Update() { if (!this.fadeEfcStart_) { this.fadeEfcBase_.efStart(); this.fadeEfcStart_ = true; } if (!this.fadeEfcBase_.efIsEnd()) { EFFECT_BASE_KEY_FRAME curFrameValue = this.fadeEfcBase_.getCurFrameValue(); this.EfcColorW.a = curFrameValue.col_a * GUIFadeControll.alphaScale; this.fadeImage.color = this.EfcColorW; if (!GUIFadeControll.actionStop) { this.fadeEfcBase_.efUpdate(); } if (this.fadeEfcBase_.efGetCurKeyFrameIdx() == 1 && !this.isLoaded) { if (this.isBarrier) { GUIManager.HideBarrier(); } if (!GUIFadeControll.isExecuteFadeIn) { if (GUIFadeControll.fadeAction != null) { GUIFadeControll.actionStop = true; GUIFadeControll.fadeAction(0); } else { GUIFadeControll.LoadGUIAll(); } } else { GUIFadeControll.actionStop = true; if (GUIFadeControll.fadeAction != null) { GUIFadeControll.fadeAction(0); } GUIFadeControll.LoadGUIAll(); } this.isLoaded = true; } } else { if (GUIFadeControll.fadeEndAction != null) { GUIFadeControll.fadeEndAction(0); } UnityEngine.Object.Destroy(base.gameObject); GUIFadeControll.fadeEnd = true; } }
private void updateFrame() { if (this.start_) { if (this.curKey_FrameCt == this.curKey_FrameMax) { this.curKeyFrameIdx_++; if (this.curKeyFrameIdx_ == this.keyFrameNum_ - 1) { if (this.loopEna_) { this.curLoopCt_++; if (this.loopCt_ == 0) { this.efInit(); } else if (this.curLoopCt_ == this.loopCt_) { this.curLoopCt_ = 0; this.efInit(); this.efStop(); } else { this.efInit(); } } else { this.efInit(); this.efStop(); } } else { this.curKey_FrameCt = 0; this.curKey_FrameMax = (int)this.getCurKey_FrameMax(); this.curKey_DelayCt = 0; this.curKey_DelayMax = (int)this.getCurKey_DelayMax(); this.curFrameValue_ = this.keyFrame_[this.curKeyFrameIdx_].Clone(); } } else if (this.curLoopCt_ > 0 || this.curKey_DelayCt >= this.curKey_DelayMax) { this.curKey_FrameCt++; } else { this.curKey_DelayCt++; } } }
public static EFFECT_BASE_KEY_FRAME[] GetStar00Keys(float ctx, float cty) { EFFECT_BASE_KEY_FRAME[] array = new EFFECT_BASE_KEY_FRAME[2]; float num = 300f * UnityEngine.Random.value + 10f; float x = num / 3f; Vector3 point = new Vector3(num, 0f, 0f); Vector3 point2 = new Vector3(x, 0f, 0f); Quaternion rotation = Quaternion.Euler(0f, 0f, 360f * UnityEngine.Random.value); point = rotation * point; point2 = rotation * point2; array[0] = new EFFECT_BASE_KEY_FRAME { move_type_x = EFCB_TYPE.EFCB_LINEAR, move_type_y = EFCB_TYPE.EFCB_LINEAR, move_type_scl_x = EFCB_TYPE.EFCB_LINEAR, move_type_scl_y = EFCB_TYPE.EFCB_LINEAR, move_type_rot_z = EFCB_TYPE.EFCB_LINEAR, move_type_rot_x = EFCB_TYPE.EFCB_LINEAR, move_type_rot_y = EFCB_TYPE.EFCB_LINEAR, move_type_col = EFCB_TYPE.EFCB_LINEAR, ctr_x = point2.x, ctr_y = point2.y, scl_x = 1f, scl_y = 1f, rot_z = 0f, rot_x = 0f, rot_y = 0f, col_r = 1f, col_g = 1f, col_b = 1f, col_a = 1f, time = 0f, delay = 0f }; array[1] = new EFFECT_BASE_KEY_FRAME { move_type_x = EFCB_TYPE.EFCB_LINEAR, move_type_y = EFCB_TYPE.EFCB_LINEAR, move_type_scl_x = EFCB_TYPE.EFCB_LINEAR, move_type_scl_y = EFCB_TYPE.EFCB_LINEAR, move_type_rot_z = EFCB_TYPE.EFCB_LINEAR, move_type_rot_x = EFCB_TYPE.EFCB_LINEAR, move_type_rot_y = EFCB_TYPE.EFCB_LINEAR, move_type_col = EFCB_TYPE.EFCB_LINEAR, ctr_x = point.x, ctr_y = point.y, scl_x = 1f, scl_y = 1f, rot_z = 0f, rot_x = 0f, rot_y = 0f, col_r = 1f, col_g = 1f, col_b = 1f, col_a = 0f, time = 2.4f, delay = 0f }; return(array); }
public void efAddKeyFrame(EFFECT_BASE_KEY_FRAME KF) { this.keyFrame_[this.keyFrameNum_] = KF.Clone(); this.keyFrameNum_++; }
private void updateValue() { EFFECT_BASE_KEY_FRAME effect_BASE_KEY_FRAME = this.keyFrame_[this.curKeyFrameIdx_]; EFFECT_BASE_KEY_FRAME effect_BASE_KEY_FRAME2 = this.keyFrame_[this.curKeyFrameIdx_ + 1]; EFFECT_BASE_KEY_FRAME effect_BASE_KEY_FRAME3 = this.curFrameValue_; float curKey_NormalizedTime = this.getCurKey_NormalizedTime(); float num = 0f; switch (effect_BASE_KEY_FRAME.move_type_x) { case EFCB_TYPE.EFCB_LINEAR: num = this.EFC_LNR_01(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.ctr_x - effect_BASE_KEY_FRAME.ctr_x); break; case EFCB_TYPE.EFCB_FALL_01: num = this.EFC_FALL_01(curKey_NormalizedTime, 2) * (effect_BASE_KEY_FRAME2.ctr_x - effect_BASE_KEY_FRAME.ctr_x); break; case EFCB_TYPE.EFCB_FALL_10: num = this.EFC_FALL_10(curKey_NormalizedTime, 2) * (effect_BASE_KEY_FRAME2.ctr_x - effect_BASE_KEY_FRAME.ctr_x); break; case EFCB_TYPE.EFCB_SIN_01: num = this.EFC_SIN_01(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.ctr_x - effect_BASE_KEY_FRAME.ctr_x); break; case EFCB_TYPE.EFCB_SIN_10: num = this.EFC_SIN_10(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.ctr_x - effect_BASE_KEY_FRAME.ctr_x); break; case EFCB_TYPE.EFCB_SPRING_01: num = this.EFC_FALL_01(curKey_NormalizedTime, 3) * (effect_BASE_KEY_FRAME2.ctr_x - effect_BASE_KEY_FRAME.ctr_x); break; case EFCB_TYPE.EFCB_SPRING_10: num = this.EFC_FALL_10(curKey_NormalizedTime, 3) * (effect_BASE_KEY_FRAME2.ctr_x - effect_BASE_KEY_FRAME.ctr_x); break; case EFCB_TYPE.EFCB_BOMB_01: num = this.EFC_BOMB_01(curKey_NormalizedTime, 0.2f) * (effect_BASE_KEY_FRAME2.ctr_x - effect_BASE_KEY_FRAME.ctr_x); break; } effect_BASE_KEY_FRAME3.ctr_x = effect_BASE_KEY_FRAME.ctr_x + num; switch (effect_BASE_KEY_FRAME.move_type_y) { case EFCB_TYPE.EFCB_LINEAR: num = this.EFC_LNR_01(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.ctr_y - effect_BASE_KEY_FRAME.ctr_y); break; case EFCB_TYPE.EFCB_FALL_01: num = this.EFC_FALL_01(curKey_NormalizedTime, 2) * (effect_BASE_KEY_FRAME2.ctr_y - effect_BASE_KEY_FRAME.ctr_y); break; case EFCB_TYPE.EFCB_FALL_10: num = this.EFC_FALL_10(curKey_NormalizedTime, 2) * (effect_BASE_KEY_FRAME2.ctr_y - effect_BASE_KEY_FRAME.ctr_y); break; case EFCB_TYPE.EFCB_SIN_01: num = this.EFC_SIN_01(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.ctr_y - effect_BASE_KEY_FRAME.ctr_y); break; case EFCB_TYPE.EFCB_SIN_10: num = this.EFC_SIN_10(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.ctr_y - effect_BASE_KEY_FRAME.ctr_y); break; case EFCB_TYPE.EFCB_SPRING_01: num = this.EFC_FALL_01(curKey_NormalizedTime, 3) * (effect_BASE_KEY_FRAME2.ctr_y - effect_BASE_KEY_FRAME.ctr_y); break; case EFCB_TYPE.EFCB_SPRING_10: num = this.EFC_FALL_10(curKey_NormalizedTime, 3) * (effect_BASE_KEY_FRAME2.ctr_y - effect_BASE_KEY_FRAME.ctr_y); break; case EFCB_TYPE.EFCB_BOMB_01: num = this.EFC_BOMB_01(curKey_NormalizedTime, 0.2f) * (effect_BASE_KEY_FRAME2.ctr_y - effect_BASE_KEY_FRAME.ctr_y); break; } effect_BASE_KEY_FRAME3.ctr_y = effect_BASE_KEY_FRAME.ctr_y + num; switch (effect_BASE_KEY_FRAME.move_type_scl_x) { case EFCB_TYPE.EFCB_LINEAR: num = this.EFC_LNR_01(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.scl_x - effect_BASE_KEY_FRAME.scl_x); break; case EFCB_TYPE.EFCB_FALL_01: num = this.EFC_FALL_01(curKey_NormalizedTime, 2) * (effect_BASE_KEY_FRAME2.scl_x - effect_BASE_KEY_FRAME.scl_x); break; case EFCB_TYPE.EFCB_FALL_10: num = this.EFC_FALL_10(curKey_NormalizedTime, 2) * (effect_BASE_KEY_FRAME2.scl_x - effect_BASE_KEY_FRAME.scl_x); break; case EFCB_TYPE.EFCB_SIN_01: num = this.EFC_SIN_01(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.scl_x - effect_BASE_KEY_FRAME.scl_x); break; case EFCB_TYPE.EFCB_SIN_10: num = this.EFC_SIN_10(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.scl_x - effect_BASE_KEY_FRAME.scl_x); break; case EFCB_TYPE.EFCB_SPRING_01: num = this.EFC_FALL_01(curKey_NormalizedTime, 3) * (effect_BASE_KEY_FRAME2.scl_x - effect_BASE_KEY_FRAME.scl_x); break; case EFCB_TYPE.EFCB_SPRING_10: num = this.EFC_FALL_10(curKey_NormalizedTime, 3) * (effect_BASE_KEY_FRAME2.scl_x - effect_BASE_KEY_FRAME.scl_x); break; case EFCB_TYPE.EFCB_BOMB_01: num = this.EFC_BOMB_01(curKey_NormalizedTime, 0.2f) * (effect_BASE_KEY_FRAME2.scl_x - effect_BASE_KEY_FRAME.scl_x); break; } effect_BASE_KEY_FRAME3.scl_x = effect_BASE_KEY_FRAME.scl_x + num; switch (effect_BASE_KEY_FRAME.move_type_scl_y) { case EFCB_TYPE.EFCB_LINEAR: num = this.EFC_LNR_01(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.scl_y - effect_BASE_KEY_FRAME.scl_y); break; case EFCB_TYPE.EFCB_FALL_01: num = this.EFC_FALL_01(curKey_NormalizedTime, 2) * (effect_BASE_KEY_FRAME2.scl_y - effect_BASE_KEY_FRAME.scl_y); break; case EFCB_TYPE.EFCB_FALL_10: num = this.EFC_FALL_10(curKey_NormalizedTime, 2) * (effect_BASE_KEY_FRAME2.scl_y - effect_BASE_KEY_FRAME.scl_y); break; case EFCB_TYPE.EFCB_SIN_01: num = this.EFC_SIN_01(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.scl_y - effect_BASE_KEY_FRAME.scl_y); break; case EFCB_TYPE.EFCB_SIN_10: num = this.EFC_SIN_10(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.scl_y - effect_BASE_KEY_FRAME.scl_y); break; case EFCB_TYPE.EFCB_SPRING_01: num = this.EFC_FALL_01(curKey_NormalizedTime, 3) * (effect_BASE_KEY_FRAME2.scl_y - effect_BASE_KEY_FRAME.scl_y); break; case EFCB_TYPE.EFCB_SPRING_10: num = this.EFC_FALL_10(curKey_NormalizedTime, 3) * (effect_BASE_KEY_FRAME2.scl_y - effect_BASE_KEY_FRAME.scl_y); break; case EFCB_TYPE.EFCB_BOMB_01: num = this.EFC_BOMB_01(curKey_NormalizedTime, 0.2f) * (effect_BASE_KEY_FRAME2.scl_y - effect_BASE_KEY_FRAME.scl_y); break; } effect_BASE_KEY_FRAME3.scl_y = effect_BASE_KEY_FRAME.scl_y + num; switch (effect_BASE_KEY_FRAME.move_type_rot_z) { case EFCB_TYPE.EFCB_LINEAR: num = this.EFC_LNR_01(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.rot_z - effect_BASE_KEY_FRAME.rot_z); break; case EFCB_TYPE.EFCB_FALL_01: num = this.EFC_FALL_01(curKey_NormalizedTime, 2) * (effect_BASE_KEY_FRAME2.rot_z - effect_BASE_KEY_FRAME.rot_z); break; case EFCB_TYPE.EFCB_FALL_10: num = this.EFC_FALL_10(curKey_NormalizedTime, 2) * (effect_BASE_KEY_FRAME2.rot_z - effect_BASE_KEY_FRAME.rot_z); break; case EFCB_TYPE.EFCB_SIN_01: num = this.EFC_SIN_01(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.rot_z - effect_BASE_KEY_FRAME.rot_z); break; case EFCB_TYPE.EFCB_SIN_10: num = this.EFC_SIN_10(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.rot_z - effect_BASE_KEY_FRAME.rot_z); break; case EFCB_TYPE.EFCB_SPRING_01: num = this.EFC_FALL_01(curKey_NormalizedTime, 3) * (effect_BASE_KEY_FRAME2.rot_z - effect_BASE_KEY_FRAME.rot_z); break; case EFCB_TYPE.EFCB_SPRING_10: num = this.EFC_FALL_10(curKey_NormalizedTime, 3) * (effect_BASE_KEY_FRAME2.rot_z - effect_BASE_KEY_FRAME.rot_z); break; case EFCB_TYPE.EFCB_BOMB_01: num = this.EFC_BOMB_01(curKey_NormalizedTime, 0.2f) * (effect_BASE_KEY_FRAME2.rot_z - effect_BASE_KEY_FRAME.rot_z); break; } effect_BASE_KEY_FRAME3.rot_z = effect_BASE_KEY_FRAME.rot_z + num; switch (effect_BASE_KEY_FRAME.move_type_rot_x) { case EFCB_TYPE.EFCB_LINEAR: num = this.EFC_LNR_01(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.rot_x - effect_BASE_KEY_FRAME.rot_x); break; case EFCB_TYPE.EFCB_FALL_01: num = this.EFC_FALL_01(curKey_NormalizedTime, 2) * (effect_BASE_KEY_FRAME2.rot_x - effect_BASE_KEY_FRAME.rot_x); break; case EFCB_TYPE.EFCB_FALL_10: num = this.EFC_FALL_10(curKey_NormalizedTime, 2) * (effect_BASE_KEY_FRAME2.rot_x - effect_BASE_KEY_FRAME.rot_x); break; case EFCB_TYPE.EFCB_SIN_01: num = this.EFC_SIN_01(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.rot_x - effect_BASE_KEY_FRAME.rot_x); break; case EFCB_TYPE.EFCB_SIN_10: num = this.EFC_SIN_10(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.rot_x - effect_BASE_KEY_FRAME.rot_x); break; case EFCB_TYPE.EFCB_SPRING_01: num = this.EFC_FALL_01(curKey_NormalizedTime, 3) * (effect_BASE_KEY_FRAME2.rot_x - effect_BASE_KEY_FRAME.rot_x); break; case EFCB_TYPE.EFCB_SPRING_10: num = this.EFC_FALL_10(curKey_NormalizedTime, 3) * (effect_BASE_KEY_FRAME2.rot_x - effect_BASE_KEY_FRAME.rot_x); break; case EFCB_TYPE.EFCB_BOMB_01: num = this.EFC_BOMB_01(curKey_NormalizedTime, 0.2f) * (effect_BASE_KEY_FRAME2.rot_x - effect_BASE_KEY_FRAME.rot_x); break; } effect_BASE_KEY_FRAME3.rot_x = effect_BASE_KEY_FRAME.rot_x + num; switch (effect_BASE_KEY_FRAME.move_type_rot_y) { case EFCB_TYPE.EFCB_LINEAR: num = this.EFC_LNR_01(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.rot_y - effect_BASE_KEY_FRAME.rot_y); break; case EFCB_TYPE.EFCB_FALL_01: num = this.EFC_FALL_01(curKey_NormalizedTime, 2) * (effect_BASE_KEY_FRAME2.rot_y - effect_BASE_KEY_FRAME.rot_y); break; case EFCB_TYPE.EFCB_FALL_10: num = this.EFC_FALL_10(curKey_NormalizedTime, 2) * (effect_BASE_KEY_FRAME2.rot_y - effect_BASE_KEY_FRAME.rot_y); break; case EFCB_TYPE.EFCB_SIN_01: num = this.EFC_SIN_01(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.rot_y - effect_BASE_KEY_FRAME.rot_y); break; case EFCB_TYPE.EFCB_SIN_10: num = this.EFC_SIN_10(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.rot_y - effect_BASE_KEY_FRAME.rot_y); break; case EFCB_TYPE.EFCB_SPRING_01: num = this.EFC_FALL_01(curKey_NormalizedTime, 3) * (effect_BASE_KEY_FRAME2.rot_y - effect_BASE_KEY_FRAME.rot_y); break; case EFCB_TYPE.EFCB_SPRING_10: num = this.EFC_FALL_10(curKey_NormalizedTime, 3) * (effect_BASE_KEY_FRAME2.rot_y - effect_BASE_KEY_FRAME.rot_y); break; case EFCB_TYPE.EFCB_BOMB_01: num = this.EFC_BOMB_01(curKey_NormalizedTime, 0.2f) * (effect_BASE_KEY_FRAME2.rot_y - effect_BASE_KEY_FRAME.rot_y); break; } effect_BASE_KEY_FRAME3.rot_y = effect_BASE_KEY_FRAME.rot_y + num; switch (effect_BASE_KEY_FRAME.move_type_col) { case EFCB_TYPE.EFCB_LINEAR: num = this.EFC_LNR_01(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.col_r - effect_BASE_KEY_FRAME.col_r); break; case EFCB_TYPE.EFCB_FALL_01: num = this.EFC_FALL_01(curKey_NormalizedTime, 2) * (effect_BASE_KEY_FRAME2.col_r - effect_BASE_KEY_FRAME.col_r); break; case EFCB_TYPE.EFCB_FALL_10: num = this.EFC_FALL_10(curKey_NormalizedTime, 2) * (effect_BASE_KEY_FRAME2.col_r - effect_BASE_KEY_FRAME.col_r); break; case EFCB_TYPE.EFCB_SIN_01: num = this.EFC_SIN_01(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.col_r - effect_BASE_KEY_FRAME.col_r); break; case EFCB_TYPE.EFCB_SIN_10: num = this.EFC_SIN_10(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.col_r - effect_BASE_KEY_FRAME.col_r); break; case EFCB_TYPE.EFCB_SPRING_01: num = this.EFC_FALL_01(curKey_NormalizedTime, 3) * (effect_BASE_KEY_FRAME2.col_r - effect_BASE_KEY_FRAME.col_r); break; case EFCB_TYPE.EFCB_SPRING_10: num = this.EFC_FALL_10(curKey_NormalizedTime, 3) * (effect_BASE_KEY_FRAME2.col_r - effect_BASE_KEY_FRAME.col_r); break; case EFCB_TYPE.EFCB_BOMB_01: num = this.EFC_BOMB_01(curKey_NormalizedTime, 0.2f) * (effect_BASE_KEY_FRAME2.col_r - effect_BASE_KEY_FRAME.col_r); break; } effect_BASE_KEY_FRAME3.col_r = effect_BASE_KEY_FRAME.col_r + num; switch (effect_BASE_KEY_FRAME.move_type_col) { case EFCB_TYPE.EFCB_LINEAR: num = this.EFC_LNR_01(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.col_g - effect_BASE_KEY_FRAME.col_g); break; case EFCB_TYPE.EFCB_FALL_01: num = this.EFC_FALL_01(curKey_NormalizedTime, 2) * (effect_BASE_KEY_FRAME2.col_g - effect_BASE_KEY_FRAME.col_g); break; case EFCB_TYPE.EFCB_FALL_10: num = this.EFC_FALL_10(curKey_NormalizedTime, 2) * (effect_BASE_KEY_FRAME2.col_g - effect_BASE_KEY_FRAME.col_g); break; case EFCB_TYPE.EFCB_SIN_01: num = this.EFC_SIN_01(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.col_g - effect_BASE_KEY_FRAME.col_g); break; case EFCB_TYPE.EFCB_SIN_10: num = this.EFC_SIN_10(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.col_g - effect_BASE_KEY_FRAME.col_g); break; case EFCB_TYPE.EFCB_SPRING_01: num = this.EFC_FALL_01(curKey_NormalizedTime, 3) * (effect_BASE_KEY_FRAME2.col_g - effect_BASE_KEY_FRAME.col_g); break; case EFCB_TYPE.EFCB_SPRING_10: num = this.EFC_FALL_10(curKey_NormalizedTime, 3) * (effect_BASE_KEY_FRAME2.col_g - effect_BASE_KEY_FRAME.col_g); break; case EFCB_TYPE.EFCB_BOMB_01: num = this.EFC_BOMB_01(curKey_NormalizedTime, 0.2f) * (effect_BASE_KEY_FRAME2.col_g - effect_BASE_KEY_FRAME.col_g); break; } effect_BASE_KEY_FRAME3.col_g = effect_BASE_KEY_FRAME.col_g + num; switch (effect_BASE_KEY_FRAME.move_type_col) { case EFCB_TYPE.EFCB_LINEAR: num = this.EFC_LNR_01(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.col_b - effect_BASE_KEY_FRAME.col_b); break; case EFCB_TYPE.EFCB_FALL_01: num = this.EFC_FALL_01(curKey_NormalizedTime, 2) * (effect_BASE_KEY_FRAME2.col_b - effect_BASE_KEY_FRAME.col_b); break; case EFCB_TYPE.EFCB_FALL_10: num = this.EFC_FALL_10(curKey_NormalizedTime, 2) * (effect_BASE_KEY_FRAME2.col_b - effect_BASE_KEY_FRAME.col_b); break; case EFCB_TYPE.EFCB_SIN_01: num = this.EFC_SIN_01(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.col_b - effect_BASE_KEY_FRAME.col_b); break; case EFCB_TYPE.EFCB_SIN_10: num = this.EFC_SIN_10(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.col_b - effect_BASE_KEY_FRAME.col_b); break; case EFCB_TYPE.EFCB_SPRING_01: num = this.EFC_FALL_01(curKey_NormalizedTime, 3) * (effect_BASE_KEY_FRAME2.col_b - effect_BASE_KEY_FRAME.col_b); break; case EFCB_TYPE.EFCB_SPRING_10: num = this.EFC_FALL_10(curKey_NormalizedTime, 3) * (effect_BASE_KEY_FRAME2.col_b - effect_BASE_KEY_FRAME.col_b); break; case EFCB_TYPE.EFCB_BOMB_01: num = this.EFC_BOMB_01(curKey_NormalizedTime, 0.2f) * (effect_BASE_KEY_FRAME2.col_b - effect_BASE_KEY_FRAME.col_b); break; } effect_BASE_KEY_FRAME3.col_b = effect_BASE_KEY_FRAME.col_b + num; switch (effect_BASE_KEY_FRAME.move_type_col) { case EFCB_TYPE.EFCB_LINEAR: num = this.EFC_LNR_01(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.col_a - effect_BASE_KEY_FRAME.col_a); break; case EFCB_TYPE.EFCB_FALL_01: num = this.EFC_FALL_01(curKey_NormalizedTime, 2) * (effect_BASE_KEY_FRAME2.col_a - effect_BASE_KEY_FRAME.col_a); break; case EFCB_TYPE.EFCB_FALL_10: num = this.EFC_FALL_10(curKey_NormalizedTime, 2) * (effect_BASE_KEY_FRAME2.col_a - effect_BASE_KEY_FRAME.col_a); break; case EFCB_TYPE.EFCB_SIN_01: num = this.EFC_SIN_01(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.col_a - effect_BASE_KEY_FRAME.col_a); break; case EFCB_TYPE.EFCB_SIN_10: num = this.EFC_SIN_10(curKey_NormalizedTime) * (effect_BASE_KEY_FRAME2.col_a - effect_BASE_KEY_FRAME.col_a); break; case EFCB_TYPE.EFCB_SPRING_01: num = this.EFC_FALL_01(curKey_NormalizedTime, 3) * (effect_BASE_KEY_FRAME2.col_a - effect_BASE_KEY_FRAME.col_a); break; case EFCB_TYPE.EFCB_SPRING_10: num = this.EFC_FALL_10(curKey_NormalizedTime, 3) * (effect_BASE_KEY_FRAME2.col_a - effect_BASE_KEY_FRAME.col_a); break; case EFCB_TYPE.EFCB_BOMB_01: num = this.EFC_BOMB_01(curKey_NormalizedTime, 0.2f) * (effect_BASE_KEY_FRAME2.col_a - effect_BASE_KEY_FRAME.col_a); break; } effect_BASE_KEY_FRAME3.col_a = effect_BASE_KEY_FRAME.col_a + num; }