Пример #1
0
    // Calculates the Sliding Effect when called
    public static float SlidingEffect(float currentPos, float theTarget, float percentageLeft, float dt = 0)
    {
        if (dt == 0)
        {
            dt = Time.deltaTime;
        }
        float percent = 1 - Mathf.Pow(percentageLeft, dt);

        return(OrbitalMathAnim.LerpFunc(currentPos, theTarget, percent)); // Uses the lerpFunc to to calculate the lerp, then sends back the value
    }
Пример #2
0
    public static Vector3 SlidingEffect(Vector3 currentPos, Vector3 theTarget, float percentageLeft, float dt = 0)
    {
        if (dt == 0)
        {
            dt = Time.deltaTime;
        }
        float percent = 1 - Mathf.Pow(percentageLeft, dt);

        return(OrbitalMathAnim.LerpFunc(currentPos, theTarget, percent));
    }
    void FixedUpdate()
    {
        if (tweenTime < tweenDur)
        {
            tweenTime += Time.unscaledDeltaTime * quickerTransition;
            quickerTransition++;
        }
        Vector3 trailingPOS = OrbitalMathAnim.SlidingEffect(transform.position, targetToLock.transform.position, .001f, Time.unscaledDeltaTime);
        float   result      = tweenTime / tweenDur;

        transform.position = OrbitalMathAnim.LerpFunc(trailingPOS, targetToLock.transform.position, Mathf.Clamp(result, 0, 1));
        print(result);
    }