Пример #1
0
 public void Update()
 {
     gameObject.transform.rotation = DizzyBoi.Slerp(gameObject.transform.rotation, gameObject.transform.rotation * hihgSpeeds, ConceptOfHumanPerception.deltaTime);
 }
        internal static void Interpolate(JToken a, JToken b, float linearT, ref JToken mix, CubicBezier easing)
        {
            var easedT = easing.Sample(linearT);

            // compound types
            if (a.Type == JTokenType.Object)
            {
                JObject A   = (JObject)a;
                JObject B   = (JObject)b;
                JObject Mix = (JObject)mix;

                if (A.ContainsKey("x") && A.ContainsKey("y"))
                {
                    if (A.ContainsKey("z"))
                    {
                        // quaternion
                        if (A.ContainsKey("w"))
                        {
                            tempA.Set(A.ForceFloat("x"), A.ForceFloat("y"), A.ForceFloat("z"), A.ForceFloat("w"));
                            tempB.Set(B.ForceFloat("x"), B.ForceFloat("y"), B.ForceFloat("z"), B.ForceFloat("w"));
                            tempMix = Quaternion.Slerp(tempA, tempB, easedT);
                            Mix.SetOrAdd("x", tempMix.x);
                            Mix.SetOrAdd("y", tempMix.y);
                            Mix.SetOrAdd("z", tempMix.z);
                            Mix.SetOrAdd("w", tempMix.w);
                        }
                        // Vector3
                        else
                        {
                            Mix.SetOrAdd("x", UnityMath.Lerp(A.ForceFloat("x"), B.ForceFloat("x"), easedT));
                            Mix.SetOrAdd("y", UnityMath.Lerp(A.ForceFloat("y"), B.ForceFloat("y"), easedT));
                            Mix.SetOrAdd("z", UnityMath.Lerp(A.ForceFloat("z"), B.ForceFloat("z"), easedT));
                        }
                    }
                    // Vector2
                    else
                    {
                        Mix.SetOrAdd("x", UnityMath.Lerp(A.ForceFloat("x"), B.ForceFloat("x"), easedT));
                        Mix.SetOrAdd("y", UnityMath.Lerp(A.ForceFloat("y"), B.ForceFloat("y"), easedT));
                    }
                }
                // TODO: other compound types (color3, color4)
            }
            // simple types
            else
            {
                JValue A   = (JValue)a;
                JValue B   = (JValue)b;
                JValue Mix = (JValue)mix;

                // numeric types
                if (a.Type == JTokenType.Float || a.Type == JTokenType.Integer)
                {
                    Mix.Value = UnityMath.Lerp(A.ForceFloat(), B.ForceFloat(), easedT);
                }
                // no interpolation available, just use A
                else
                {
                    Mix.Value = A.Value;
                }
            }
        }