void CreatecCroutine() { if (m_coroutine == null) { m_coroutine = gameObject.AddComponent <CLeapCoroutine>(); m_coroutine.Add(FadeIn, (int)ECoroutine.FadeIn); m_coroutine.Add(FadeOut, (int)ECoroutine.FadeOut); m_coroutine.Add(FadeVol, (int)ECoroutine.Volume); m_coroutine.Add(FadePitch, (int)ECoroutine.Pitch); m_ease = CEase.GetEasingFunction(EEaseType.Spring); } }
//補完を取得 static public FEase GetEasingFunction(EEaseType easeType) { FEase ease = LINER; switch (easeType) { case EEaseType.InQuad: ease = new FEase(easeInQuad); break; case EEaseType.OutQuad: ease = new FEase(easeOutQuad); break; case EEaseType.InOutQuad: ease = new FEase(easeInOutQuad); break; case EEaseType.InCubic: ease = new FEase(easeInCubic); break; case EEaseType.OutCubic: ease = new FEase(easeOutCubic); break; case EEaseType.InOutCubic: ease = new FEase(easeInOutCubic); break; case EEaseType.InQuart: ease = new FEase(easeInQuart); break; case EEaseType.OutQuart: ease = new FEase(easeOutQuart); break; case EEaseType.InOutQuart: ease = new FEase(easeInOutQuart); break; case EEaseType.InQuint: ease = new FEase(easeInQuint); break; case EEaseType.OutQuint: ease = new FEase(easeOutQuint); break; case EEaseType.InOutQuint: ease = new FEase(easeInOutQuint); break; case EEaseType.InSine: ease = new FEase(easeInSine); break; case EEaseType.OutSine: ease = new FEase(easeOutSine); break; case EEaseType.InOutSine: ease = new FEase(easeInOutSine); break; case EEaseType.InExpo: ease = new FEase(easeInExpo); break; case EEaseType.OutExpo: ease = new FEase(easeOutExpo); break; case EEaseType.InOutExpo: ease = new FEase(easeInOutExpo); break; case EEaseType.InCirc: ease = new FEase(easeInCirc); break; case EEaseType.OutCirc: ease = new FEase(easeOutCirc); break; case EEaseType.InOutCirc: ease = new FEase(easeInOutCirc); break; case EEaseType.Linear: ease = new FEase(linear); break; case EEaseType.Spring: ease = new FEase(spring); break; case EEaseType.InBounce: ease = new FEase(easeInBounce); break; case EEaseType.OutBounce: ease = new FEase(easeOutBounce); break; case EEaseType.InOutBounce: ease = new FEase(easeInOutBounce); break; /* GFX47 MOD END */ case EEaseType.InBack: ease = new FEase(easeInBack); break; case EEaseType.OutBack: ease = new FEase(easeOutBack); break; case EEaseType.InOutBack: ease = new FEase(easeInOutBack); break; /* GFX47 MOD START */ /*case EaseType.elastic: * ease = new EasingFunction(elastic); * break;*/ case EEaseType.InElastic: ease = new FEase(easeInElastic); break; case EEaseType.OutElastic: ease = new FEase(easeOutElastic); break; case EEaseType.InOutElastic: ease = new FEase(easeInOutElastic); break; /* GFX47 MOD END */ } return(ease); }