Пример #1
0
        float Alpha(float height)
        {
            float minHeight = verticalCorrectionSlider.minValue;
            float maxHeight = verticalCorrectionSlider.maxValue;

            return(MathR.Map(height, minHeight, maxHeight, 0, 1));
        }
Пример #2
0
        // Unity function
        void LateUpdate()
        {
            if (target && spatialIndicator)
            {
                spatialIndicator.position = target.position;
            }

            if (!shouldHide && target && overlayIndicator)
            {
                var point = Camera.main.WorldToViewportPoint(target.position);
                overlayIndicator.gameObject.SetActive(true);
                var z = overlayIndicator.localEulerAngles.z;
                if (point.z > 0 && Mathf.Abs(point.x) < 1)
                {
                    overlayIndicator.gameObject.SetActive(false);
                }
                else if (point.z > 0)
                {
                    if (point.x > 0 && point.x < 10)
                    {
                        z = MathR.Map(point.x, 3f, 10f, -45f, -90f);
                    }
                    else if (point.x < 0 && point.x > -10)
                    {
                        z = MathR.Map(point.x, -3f, -10f, 45f, 90f);
                    }
                }
                else if (point.z < 0 && point.x > -10 && point.x < 10)
                {
                    z = MathR.Map(point.x, -10f, 10f, 90f, -90f) + 180;
                }
                var eu = new Vector3(0, 0, z);
                overlayIndicator.localEulerAngles = eu;
            }
        }
Пример #3
0
        public void SetPosition(float normalized)
        {
            var topPosN = MathR.Map(normalized, 0, 1, TOP_MIN, TOP_MAX);
            var btmPosN = MathR.Map(normalized, 0, 1, BTM_MIN, BTM_MAX);

            topPanel.SetNormalizedLocalPosition(topPosN.WithX(.5f), screen);
            bottomPanel.SetNormalizedLocalPosition(btmPosN.WithX(.5f), screen);
            position = position_last = normalized;
        }
Пример #4
0
 float NormalizeFromLocalPosition(float posL)
 {
     return(MathR.Map(posL, MinLocalPosition(), MaxLocalPosition(), 0, 1));
 }
Пример #5
0
 float DenormalizeToLocalPosition(float posN)
 {
     return(MathR.Map(posN, 0, 1, MinLocalPosition(), MaxLocalPosition()));
 }
Пример #6
0
 float NormalizeFromValue(float val)
 {
     return(MathR.Map(val, minValue, maxValue, 0, 1));
 }
Пример #7
0
 float DenormalizeToValue(float posN)
 {
     return(MathR.Map(posN, 0, 1, minValue, maxValue));
 }