Пример #1
0
 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);
     }
 }
Пример #2
0
    //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);
    }