Пример #1
0
        public static CommandDelegate ChangeTo(Ref <Rect> rect, Rect endRect, double duration, Vector2 anchorPoint,
                                               CommandEase ease = null)
        {
            CheckArgumentNonNull(rect, "rect");

            Rect    startRect        = new Rect();
            Vector2 startAnchorPoint = Vector2.zero;
            Vector2 endAnchorPoint   = Vector2.zero;

            return(Cmd.Sequence(
                       Cmd.Do(delegate()
            {
                startRect = rect.Value;
                startAnchorPoint = new Vector2(
                    startRect.x + startRect.width * anchorPoint.x,
                    startRect.y + startRect.height * anchorPoint.y
                    );
                endAnchorPoint = new Vector2(
                    endRect.x + endRect.width * anchorPoint.x,
                    endRect.y + endRect.height * anchorPoint.y
                    );
            }),
                       Cmd.Duration(delegate(double t)
            {
                Rect newRect = new Rect();
                newRect.width = (endRect.width - startRect.width) * (float)t + startRect.width;
                newRect.height = (endRect.height - startRect.height) * (float)t + startRect.height;
                Vector2 newAnchorPoint = Vector2.Lerp(startAnchorPoint, endAnchorPoint, (float)t);
                newRect.x = newAnchorPoint.x - anchorPoint.x * newRect.width;
                newRect.y = newAnchorPoint.y - anchorPoint.y * newRect.height;
                rect.Value = newRect;
            }, duration, ease)
                       ));
        }
Пример #2
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        /// <summary>
        /// Takes an Enumerable of a given type, and a function that converts
        /// T into a CommandDelegate, the executes them in parallel.
        /// </summary>
        /// <param name="collection">A collection of objects.</param>
        /// <param name="factory">The conversion method.</param>
        /// <param name="delay"> Each successive element in the collection is delayed by delay * index.</param>
        public static CommandDelegate ForEachParallelWithDelay <T>(this IEnumerable <T> collection,
                                                                   Func <T, CommandDelegate> factory, double delay)
        {
            CheckArgumentNonNull(collection, "collection");
            CheckArgumentNonNull(factory, "factory");
            CheckDurationGreaterThanZero(delay);
            var    commands   = new List <CommandDelegate>();
            double totalDelay = 0f;

            foreach (var item in collection)
            {
                CommandDelegate output = factory(item);
                if (totalDelay > 0.0)
                {
                    output = Cmd.Sequence(
                        Cmd.WaitForSeconds(totalDelay),
                        output
                        );
                }

                totalDelay += delay;
                commands.Add(output);
            }

            return(Cmd.Parallel(commands.ToArray()));
        }
Пример #3
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        /// <summary>
        /// Oscilates a quaternion.
        /// </summary>
        /// <param name="amount"> The amount to wiggle by in degrees.</param>
        /// <param name="axis"> The axis to wiggle around </param>
        public static CommandDelegate Wiggle(Ref <Quaternion> rotation, float amount, double duration, Vector3 axis)
        {
            CheckArgumentNonNull(rotation, "rotation");

            Quaternion startQuaternion = Quaternion.identity;

            float val = 0.0f;

            Ref <float> floatRef = new Ref <float>(
                () => val,
                (t) =>
            {
                val            = t;
                rotation.Value = startQuaternion * Quaternion.AngleAxis(val, axis);
            }
                );

            return(Cmd.Sequence(
                       Cmd.Do(() =>
            {
                startQuaternion = rotation.Value;
                val = 0.0f;
            }),

                       Cmd.Oscillate(
                           floatRef, amount, duration, Ease.Smooth()
                           )
                       ));
        }
Пример #4
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        public static void TestTintFrom()
        {
            Color       colourStart = new Color(0.4f, 0.2f, 0.7f, 0.5f);
            Color       colourEnd   = new Color(0.3f, 0.4f, 0.15f, 0.25f);
            Color       colourVal   = colourStart;
            Ref <Color> colourRef   = new Ref <Color>(
                () => colourVal,
                t => colourVal = t
                );

            CommandQueue queue = new CommandQueue();

            queue.Sequence(
                Cmd.Repeat(2,
                           Cmd.Sequence(
                               Cmd.TintFrom(colourRef, colourEnd, 1.0),
                               Cmd.WaitForFrames(1)
                               )
                           )
                );

            queue.Update(0.2);
            AreEqual(colourVal, colourStart * 0.2f + colourEnd * 0.8f, 0.001f);
            colourVal = colourStart;
            queue.Update(0.8);
            AreEqual(colourVal, colourStart, 0.001f);
            queue.Update(0.0);
            queue.Update(0.5);
            AreEqual(colourVal, colourStart * 0.5f + colourEnd * 0.5f, 0.001f);
        }
Пример #5
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        /// <summary>
        /// Oscillates around a value. This will animation from
        ///  startValue > startValue + amount > startValue - amount- > startValue,
        /// in a smooth circular motion.
        /// </summary>
        /// <param name="amount">
        /// The maximum amount to oscillate away from the default value.
        /// </param>
        public static CommandDelegate Oscillate(Ref <float> single, float amount, double duration,
                                                CommandEase ease = null)
        {
            CheckArgumentNonNull(single, "single");
            float baseValue = 0f;

            return(Cmd.Sequence(
                       Cmd.Do(() => baseValue = single.Value),
                       Cmd.Duration(t => { single.Value = baseValue + Mathf.Sin((float)t * 2f * Mathf.PI) * amount; },
                                    duration, ease)
                       ));
        }
Пример #6
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        public static CommandDelegate TintTo(Ref <Color> color, Color endColor, double duration, CommandEase ease = null)
        {
            CheckArgumentNonNull(color, "color");

            Color startColor = Color.white;

            return(Cmd.Sequence(
                       Cmd.Do(delegate() { startColor = color.Value; }),
                       Cmd.Duration(delegate(double t) { color.Value = Color.Lerp(startColor, endColor, (float)t); },
                                    duration, ease)
                       ));
        }
Пример #7
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        public static CommandDelegate ChangeTo(Ref <Vector2> vector, Vector2 endVector, double duration,
                                               CommandEase ease = null)
        {
            CheckArgumentNonNull(vector, "vector");
            Vector2 startVector = Vector2.zero;

            return(Cmd.Sequence(
                       Cmd.Do(delegate() { startVector = vector.Value; }),
                       Cmd.Duration(delegate(double t) { vector.Value = (endVector - startVector) * (float)t + startVector; },
                                    duration, ease)
                       ));
        }
Пример #8
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        public static void TestTiming()
        {
            CommandQueue queue = new CommandQueue();

            const double FIRST_Command_DURATION  = 4.5;
            const double SECOND_Command_DURATION = 1.0;
            const double WAIT_DURATION           = 1.5;
            const int    REPEAT_COUNT            = 8640;
            double       lastT = 0.0;

            // This test ensures that between alternating CommandDurations,
            // there is no accumulation of error in timing. We use a repeat
            // here to accentuate the error.
            queue.Enqueue(
                Cmd.Repeat(REPEAT_COUNT,
                           Cmd.Sequence(
                               Cmd.WaitForSeconds(WAIT_DURATION),
                               Cmd.Do(() => lastT = 0.0),
                               Cmd.Duration((t) => {
                Assert.IsTrue(t <= 1.0);
                Assert.IsTrue(lastT <= t);
                lastT = t;
            }, FIRST_Command_DURATION),
                               Cmd.Do(() => lastT = 0.0),
                               Cmd.Parallel(
                                   Cmd.Duration((t) => {}, SECOND_Command_DURATION / 2.0),
                                   // The following two  Duration Cmd should finish in the same Update call.
                                   Cmd.Duration((t) => {}, SECOND_Command_DURATION - (DELTA_TIME_RATE / 2.0)),
                                   Cmd.Duration((t) => {
                Assert.IsTrue(t <= 1.0);
                Assert.IsTrue(lastT <= t);
                lastT = t;
            }, SECOND_Command_DURATION)
                                   )
                               )
                           )
                );

            double totalTime = 0.0;

            while (!queue.Update(DELTA_TIME_RATE))
            {
                totalTime += DELTA_TIME_RATE;
            }

            const double EXPECTED_TIME = (FIRST_Command_DURATION + SECOND_Command_DURATION + WAIT_DURATION) * REPEAT_COUNT;

            Assert.AreEqual(totalTime, EXPECTED_TIME, DELTA_TIME_RATE, "Time delta accumulation too large.");
        }
Пример #9
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        public static CommandDelegate TintBy(Ref <Color> color, Color offset, double duration, CommandEase ease = null)
        {
            CheckArgumentNonNull(color, "color");

            double lastT = 0.0;

            return(Cmd.Sequence(
                       Cmd.Do(delegate() { lastT = 0.0; }),
                       Cmd.Duration(delegate(double t)
            {
                color.Value += offset * (float)(t - lastT);
                lastT = t;
            }, duration, ease)
                       ));
        }
Пример #10
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        /// <summary>
        /// Takes an Enumerable of a given type, and a function that converts
        /// T into a CommandDelegate, the executes them sequentially.
        /// </summary>
        /// <param name="collection">A collection of objects.</param>
        /// <param name="factory">The conversion method.</param>
        public static CommandDelegate ForEachSequence <T>(this IEnumerable <T> collection,
                                                          Func <T, CommandDelegate> factory)
        {
            CheckArgumentNonNull(collection, "collection");
            CheckArgumentNonNull(factory, "factory");
            var commands = new List <CommandDelegate>();

            foreach (var item in collection)
            {
                CommandDelegate output = factory(item);
                commands.Add(output);
            }

            return(Cmd.Sequence(commands.ToArray()));
        }
Пример #11
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        /// <summary>
        /// Performs a squash and stretch animation, while changing from a target scale.
        /// </summary>
        /// <param name="scale">The value to animate.</param>
        /// <param name="startScale">The scale to animate from.</param>
        /// <param name="amplitude">The amplitude of a squash and strech</param>
        /// <param name="duration">The duration of the animation</param>
        /// <param name="normal"> The normal of the animation. </param>
        /// <param name="tangent"> The tangent of the animation. </param>
        public static CommandDelegate ScaleSquashAndStretchFrom(Ref <Vector3> scale, Vector3 startScale, float amplitude,
                                                                double duration, Vector3 normal, Vector3 tangent)
        {
            CheckArgumentNonNull(scale, "scale");
            Vector3 targetScale = Vector3.zero;

            return(Cmd.Sequence(
                       Cmd.Do(() =>
            {
                targetScale = scale.Value;
                scale.Value = startScale;
            }),
                       Cmd.Defer(() => Cmd.ScaleSquashAndStretchTo(scale, targetScale, amplitude, duration, normal, tangent))
                       ));
        }
Пример #12
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        /// <summary>
        /// Shakes the vector several times in a random value, up to amount in magnitude.
        /// </summary>
        /// <param name="amount">The maximum displacement of the rotation, in degrees.</param>
        /// <param name="numShakes"> The number of shakes to perform. </param>
        public static CommandDelegate Shake(Ref <Quaternion> rotation, float amount, int numShakes, double duration)
        {
            CheckArgumentNonNull(rotation);
            if (amount <= 0f || amount > 180f)
            {
                throw new ArgumentOutOfRangeException("amount", "Must be larger than 0.");
            }

            if (numShakes <= 0)
            {
                throw new ArgumentOutOfRangeException("numBounces", "Must be larger than 0.");
            }


            amount = Mathf.Abs(amount);

            double avgDuration = duration / (numShakes + 1);

            CommandDelegate[] list = new CommandDelegate[numShakes + 1];
            return(Cmd.Defer(
                       () =>
            {
                var baseVal = rotation.Value;
                for (int i = 0; i < numShakes; ++i)
                {
                    // Generate an offset within the range -amount, amount
                    var offset = Quaternion.Euler(
                        UnityEngine.Random.Range(-amount, amount),
                        UnityEngine.Random.Range(-amount, amount),
                        UnityEngine.Random.Range(-amount, amount)
                        );

                    float angle = Quaternion.Angle(Quaternion.identity, offset);
                    // Clamp the offset
                    if (angle > amount)
                    {
                        float t = UnityEngine.Random.Range(0f, angle / amount);
                        offset = Quaternion.LerpUnclamped(Quaternion.identity, offset, t);
                    }

                    list[i] = Cmd.RotateTo(rotation, baseVal * offset, avgDuration);
                }

                list[numShakes] = Cmd.RotateTo(rotation, baseVal, avgDuration);
                return Cmd.Sequence(list);
            }
                       ));
        }
Пример #13
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        public static CommandDelegate RotateFrom(Ref <Quaternion> rotation, Quaternion startRotation, double duration,
                                                 CommandEase ease = null)
        {
            CheckArgumentNonNull(rotation, "rotation");

            Quaternion endRotation = Quaternion.identity;

            return(Cmd.Sequence(
                       Cmd.Do(delegate() { endRotation = rotation.Value; }),
                       Cmd.Duration(
                           delegate(double t)
            {
                rotation.Value = Quaternion.LerpUnclamped(startRotation, endRotation, (float)t);
            }, duration, ease)
                       ));
        }
Пример #14
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        public static CommandDelegate ChangeBy(Ref <Vector2> vector, Vector2 offset, double duration,
                                               CommandEase ease = null)
        {
            CheckArgumentNonNull(vector, "vector");

            double lastT = 0.0;

            return(Cmd.Sequence(
                       Cmd.Do(delegate() { lastT = 0.0; }),
                       Cmd.Duration(delegate(double t)
            {
                vector.Value += offset * (float)(t - lastT);
                lastT = t;
            }, duration, ease)
                       ));
        }
Пример #15
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        /// <summary>
        /// Pulsates a value.
        /// </summary>
        /// <param name="amount">The amount to increase the value by.</param>
        public static CommandDelegate PulsateScale(Ref <float> scale, float amount, double duration)
        {
            CheckArgumentNonNull(scale, "scale");
            CommandDelegate tweenBack = null;

            return(Cmd.Sequence(
                       Cmd.Do(() =>
            {
                // Because we don't know what the original scale is at this point,
                // we have to recreate the scale back tween every time.
                tweenBack = Cmd.ChangeTo(scale, scale.Value, duration / 2.0, Ease.Smooth());
            }),
                       Cmd.ChangeBy(scale, amount, duration / 2.0, Ease.Smooth()),
                       Cmd.Defer(() => tweenBack)
                       ));
        }
Пример #16
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        public static void TestRequire()
        {
            CommandQueue queue = new CommandQueue();

            bool shouldStop = false;
            bool didFinish  = false;
            int  callCount  = 0;

            queue.Enqueue(
                Cmd.RepeatForever(
                    Cmd.Require(() => !shouldStop,
                                () => Cmd.RepeatForever(
                                    Cmd.Sequence(
                                        Cmd.Do(() => callCount++),
                                        Cmd.WaitForFrames(1)
                                        )
                                    )
                                ),
                    Cmd.Do(() => didFinish = true),
                    Cmd.WaitForFrames(1)
                    )
                );

            Assert.AreEqual(callCount, 0);
            queue.Update(1.0f);
            Assert.AreEqual(callCount, 1);
            queue.Update(1.0f);
            Assert.AreEqual(callCount, 2);
            queue.Update(1.0f);
            Assert.AreEqual(callCount, 3);

            // Require should only re-evaluate on next update.
            shouldStop = true;
            Assert.AreEqual(didFinish, false);
            queue.Update(1.0f);
            Assert.AreEqual(callCount, 3);
            Assert.AreEqual(didFinish, true);

            queue.Update(1.0f);
            Assert.AreEqual(callCount, 3);
            Assert.AreEqual(didFinish, true);
            shouldStop = false;

            queue.Update(1.0f);
            Assert.AreEqual(callCount, 4);
            Assert.AreEqual(didFinish, true);
        }
Пример #17
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        /// <summary>
        /// Performs a squash and stretch animation, while changing to a target scale.
        /// </summary>
        /// <param name="scale">The value to animate.</param>
        /// <param name="endScale">The final scale.</param>
        /// <param name="amplitude">The amplitude of a squash and strech</param>
        /// <param name="duration">The duration of the animation</param>
        /// <param name="normal"> The normal of the animation. </param>
        /// <param name="tangent"> The tangent of the animation. </param>
        public static CommandDelegate ScaleSquashAndStretchTo(Ref <Vector3> scale, Vector3 endScale, float amplitude,
                                                              double duration, Vector3 normal, Vector3 tangent)
        {
            CheckArgumentNonNull(scale, "scale");
            var squashRef = Ref <Vector3> .Create(Vector3.one);

            var scaleRef = Ref <Vector3> .Create();

            return(Cmd.Sequence(
                       Cmd.Do(() => scaleRef.Value = scale.Value),
                       Cmd.Parallel(
                           SquashAndStretch(squashRef, amplitude, duration, normal, tangent),
                           Cmd.ChangeTo(scaleRef, endScale, duration / 4, Ease.Smooth()),
                           Cmd.Duration(t => scale.Value = Vector3.Scale(squashRef.Value, scaleRef.Value), duration)
                           )
                       ));
        }
Пример #18
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        public static void TestRotateFrom()
        {
            Quaternion       quatStart = Quaternion.Euler(10.0f, 20.0f, 30.0f);
            Quaternion       quatEnd   = Quaternion.Euler(30.0f, 20.0f, 10.0f);
            Quaternion       quatVal   = quatStart;
            Ref <Quaternion> quatRef   = new Ref <Quaternion>(
                () => quatVal,
                t => quatVal = t
                );

            CommandQueue queue = new CommandQueue();

            queue.Enqueue(
                Cmd.Repeat(2,
                           Cmd.Sequence(
                               Cmd.RotateFrom(quatRef, quatEnd, 1.0),
                               Cmd.WaitForFrames(1)
                               )
                           )
                );

            queue.Update(0.5);
            AreEqual(quatVal, Quaternion.Slerp(quatEnd, quatStart, 0.5f), 0.000001f);

            quatVal = Quaternion.identity;
            queue.Update(0.5);
            AreEqual(quatVal, quatStart, 0.000001f);
            queue.Update(0.0);
            queue.Update(0.5);
            AreEqual(quatVal, Quaternion.Slerp(quatEnd, quatStart, 0.5f), 0.000001f);

            // Make sure the rotation ends in the correct position when given a complex easing function.
            queue = new CommandQueue();

            quatVal = quatStart;
            queue.Enqueue(
                Cmd.RotateFrom(quatRef, quatEnd, 1f, Ease.OutElastic())
                );

            while (!queue.Update(1 / 30f))
            {
            }

            AreEqual(quatVal, quatStart, 0.001f);
        }
Пример #19
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        public static CommandDelegate RotateBy(Ref <Quaternion> rotation, Quaternion offsetRotation, double duration,
                                               CommandEase ease = null)
        {
            CheckArgumentNonNull(rotation, "rotation");

            double lastT = 0.0;

            return(Cmd.Sequence(
                       Cmd.Do(delegate() { lastT = 0.0; }),
                       Cmd.Duration(delegate(double t)
            {
                rotation.Value *= Quaternion.LerpUnclamped(Quaternion.identity, offsetRotation, (float)t) *
                                  Quaternion.Inverse(Quaternion.LerpUnclamped(Quaternion.identity, offsetRotation,
                                                                              (float)lastT));
                lastT = t;
            }, duration, ease)
                       ));
        }
Пример #20
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        public static CommandDelegate ScaleBy(Ref <Vector2> scale, Vector2 scaleFactor, double duration,
                                              CommandEase ease = null)
        {
            CheckArgumentNonNull(scale, "scale");

            Vector2 lastScaleFactor = Vector2.one;

            return(Cmd.Sequence(
                       Cmd.Do(delegate() { lastScaleFactor = Vector2.one; }),
                       Cmd.Duration(delegate(double t)
            {
                Vector2 newScaleFactor = (float)t * (scaleFactor - Vector2.one) + Vector2.one;
                scale.Value = new Vector2(
                    scale.Value.x * newScaleFactor.x / lastScaleFactor.x,
                    scale.Value.y * newScaleFactor.y / lastScaleFactor.y
                    );
                lastScaleFactor = newScaleFactor;
            }, duration, ease)
                       ));
        }
Пример #21
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        public static CommandDelegate TintBy(Ref <Color32> color, Color32 offset, double duration,
                                             CommandEase ease = null)
        {
            CheckArgumentNonNull(color, "color");

            double lastT = 0.0;

            return(Cmd.Sequence(
                       Cmd.Do(delegate() { lastT = 0.0; }),
                       Cmd.Duration(delegate(double t)
            {
                color.Value = new Color32(
                    (byte)(color.Value.r + offset.r * (t - lastT)),
                    (byte)(color.Value.g + offset.g * (t - lastT)),
                    (byte)(color.Value.b + offset.b * (t - lastT)),
                    (byte)(color.Value.a + offset.a * (t - lastT))
                    );
                lastT = t;
            }, duration, ease)
                       ));
        }
Пример #22
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        /// <summary>
        /// Shakes the vector several times in a random value, up to amount in magnitude.
        /// </summary>
        /// <param name="amount">The maximum displacement of the vector, with separate x,y and z values.</param>
        /// <param name="numShakes"> The number of shakes to perform. </param>
        public static CommandDelegate Shake(Ref <Vector3> vector, Vector3 amount, int numShakes, double duration)
        {
            CheckArgumentNonNull(vector);
            if (numShakes <= 0)
            {
                throw new ArgumentOutOfRangeException("numBounces", "Must be larger than 0.");
            }

            double avgDuration = duration / (numShakes + 1);

            CommandDelegate[] list = new CommandDelegate[numShakes + 1];
            return(Cmd.Defer(
                       () =>
            {
                var baseVal = vector.Value;
                for (int i = 0; i < numShakes; ++i)
                {
                    // Generate an offset within the range -1, 1
                    var offset = new Vector3(
                        UnityEngine.Random.Range(-1f, 1f),
                        UnityEngine.Random.Range(-1f, 1f),
                        UnityEngine.Random.Range(-1f, 1f)

                        );
                    if (offset.magnitude > 1f)
                    {
                        // Randomize the length of the offset if it is too large.
                        offset = offset.normalized * UnityEngine.Random.Range(0f, 1f);
                    }

                    // Scale the offset, by the amount, and the scale factor.
                    offset = new Vector3(offset.x * amount.x, offset.y * amount.y, offset.z * amount.z);
                    list[i] = Cmd.ChangeTo(vector, baseVal + offset, avgDuration);
                }

                list[numShakes] = Cmd.ChangeTo(vector, baseVal, avgDuration);
                return Cmd.Sequence(list);
            }
                       ));
        }
Пример #23
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        /// <summary>
        /// Wobble a value. This oscilates a value, with a decay.
        /// </summary>
        /// <param name="amplitude">Amplitude.</param>
        /// <param name="duration">Duration.</param>
        public static CommandDelegate Wobble(Ref <float> single, float amount, double duration)
        {
            CheckArgumentNonNull(single, "val");

            float intervals = 3f;
            float decay     = Mathf.Log(100f * amount);

            float baseVal = 0f;

            return(Cmd.Sequence(
                       Cmd.Do(() => { baseVal = single.Value; }),
                       Cmd.Duration(
                           t =>
            {
                float decayCoeef = Mathf.Exp((float)t * decay);
                single.Value = baseVal + amount * Mathf.Sin(intervals * (float)t * 2 * Mathf.PI) / decayCoeef;
            },
                           duration
                           ),
                       Cmd.Do(() => { single.Value = baseVal; })
                       ));
        }
Пример #24
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        /// <summary>
        /// Squashes the y axis, while inversely stretching the x axis.
        /// </summary>
        /// <param name="val">The value to animate.</param>
        /// <param name="amplitude">The size of the squash.</param>
        /// <param name="duration">The duration of the squash.</param>
        public static CommandDelegate SquashAndStretch(Ref <Vector2> scale, float amplitude, double duration)
        {
            CheckArgumentNonNull(scale, "scale");

            Vector2     startScale = Vector2.zero;
            float       area       = 0f;
            Ref <float> widthRef   = new Ref <float>(
                () => scale.Value.x,
                (t) =>
            {
                Vector2 tempVal = scale.Value;
                tempVal.x       = t;
                scale.Value     = tempVal;
            }
                );

            return(Cmd.Sequence(
                       Cmd.Do(() =>
            {
                area = scale.Value.x * scale.Value.y;
                startScale = scale.Value;
            }),
                       Cmd.Parallel(
                           Wobble(widthRef, amplitude, duration),
                           Cmd.Duration((t) =>
            {
                Vector2 tempVal = scale.Value;
                if (tempVal.x != 0f)
                {
                    tempVal.y = area / tempVal.x;
                }

                scale.Value = tempVal;
            }, duration)
                           ),
                       Cmd.Do(() => { scale.Value = startScale; })
                       ));
        }
Пример #25
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        public static void TestWaitFrames()
        {
            int             count = 0;
            CommandDelegate incr  = Cmd.Do(() => ++ count);
            CommandQueue    queue = new CommandQueue();

            queue.Enqueue(
                Cmd.WaitForFrames(1),
                incr,
                Cmd.WaitForFrames(2),
                incr,
                Cmd.Repeat(3,
                           Cmd.Sequence(
                               Cmd.WaitForFrames(2),
                               incr
                               )
                           )
                );

            queue.Update(0.1);
            Assert.AreEqual(count, 0);
            queue.Update(0.1);
            Assert.AreEqual(count, 1);
            queue.Update(0.1);
            Assert.AreEqual(count, 1);
            queue.Update(0.1);
            Assert.AreEqual(count, 2);
            queue.Update(0.1);
            Assert.AreEqual(count, 2);
            queue.Update(0.1);
            Assert.AreEqual(count, 3);
            queue.Update(0.1);
            Assert.AreEqual(count, 3);
            queue.Update(0.1);
            Assert.AreEqual(count, 4);
            queue.Update(0.1);
            Assert.AreEqual(count, 4);
        }
Пример #26
0
        public static void TestOrdering()
        {
            CommandScheduler scheduler = new CommandScheduler();

            int a = 0;

            scheduler.Add(
                Cmd.Sequence(
                    Cmd.WaitForSeconds(1.0f),
                    Cmd.Do(() => ++ a)
                    )
                );

            int b = 0;

            scheduler.Add(
                Cmd.Sequence(
                    Cmd.WaitForSeconds(1.0f),
                    Cmd.Do(() => ++ b)
                    )
                );

            scheduler.Add(
                Cmd.Sequence(
                    Cmd.WaitForSeconds(1.5f),
                    Cmd.Do(() => ++ b)
                    )
                );
            Assert.AreEqual(a, 0);
            Assert.AreEqual(b, 0);
            scheduler.Update(1.0f);
            Assert.AreEqual(a, 1);
            Assert.AreEqual(b, 1);
            scheduler.Update(0.5f);
            Assert.AreEqual(a, 1);
            Assert.AreEqual(b, 2);
        }
Пример #27
0
        public static void TestScaleBy()
        {
            const float floatScale = 4.8f;
            const float floatStart = 1.2f;
            float       floatVal   = floatStart;
            Ref <float> floatRef   = new Ref <float>(
                () => floatVal,
                t => floatVal = t
                );

            const double doubleScale = 3.2;
            const double doubleStart = 9.2;
            double       doubleVal   = doubleStart;
            Ref <double> doubleRef   = new Ref <double>(
                () => doubleVal,
                t => doubleVal = t
                );

            Vector2       vec2Scale = new Vector2(9.5f, 2.0f);
            Vector2       vec2Start = new Vector2(4.0f, 5.0f);
            Vector2       vec2Val   = vec2Start;
            Ref <Vector2> vec2Ref   = new Ref <Vector2>(
                () => vec2Val,
                t => vec2Val = t
                );

            Vector3       vec3Scale = new Vector3(4.0f, 19.0f, 2.0f);
            Vector3       vec3Start = new Vector3(92.0f, 0.5f, 34.0f);
            Vector3       vec3Val   = vec3Start;
            Ref <Vector3> vec3Ref   = new Ref <Vector3>(
                () => vec3Val,
                t => vec3Val = t
                );

            Vector4       vec4Scale = new Vector4(92.0f, 0.5f, 14.0f, 7.0f);
            Vector4       vec4Start = new Vector4(0.4f, 10.0f, 3.0f, 82.0f);
            Vector4       vec4Val   = vec4Start;
            Ref <Vector4> vec4Ref   = new Ref <Vector4>(
                () => vec4Val,
                t => vec4Val = t
                );

            CommandQueue queue = new CommandQueue();

            queue.Enqueue(
                Cmd.Repeat(2,
                           Cmd.Sequence(
                               Cmd.Parallel(
                                   Cmd.ScaleBy(floatRef, floatScale, 1.0),
                                   Cmd.ScaleBy(doubleRef, doubleScale, 1.0),
                                   Cmd.ScaleBy(vec2Ref, vec2Scale, 1.0),
                                   Cmd.ScaleBy(vec3Ref, vec3Scale, 1.0),
                                   Cmd.ScaleBy(vec4Ref, vec4Scale, 1.0)
                                   ),
                               Cmd.WaitForFrames(1)
                               )
                           )
                );

            queue.Update(0.2f);

            Vector2 vec2ExpectedScale = vec2Scale;
            Vector3 vec3ExpectedScale = vec3Scale;
            Vector4 vec4ExpectedScale = vec4Scale;

            vec2ExpectedScale.Scale(new Vector2(0.2f, 0.2f));
            vec3ExpectedScale.Scale(new Vector3(0.2f, 0.2f, 0.2f));
            vec4ExpectedScale.Scale(new Vector4(0.2f, 0.2f, 0.2f, 0.2f));
            vec2ExpectedScale += new Vector2(0.8f, 0.8f);
            vec3ExpectedScale += new Vector3(0.8f, 0.8f, 0.8f);
            vec4ExpectedScale += new Vector4(0.8f, 0.8f, 0.8f, 0.8f);
            vec2ExpectedScale.Scale(vec2Start);
            vec3ExpectedScale.Scale(vec3Start);
            vec4ExpectedScale.Scale(vec4Start);
            AreEqual(floatVal, floatStart * (0.8f + floatScale * 0.2f), 0.001f);
            AreEqual(doubleVal, doubleStart * (0.8 + doubleScale * 0.2), 0.001f);
            AreEqual(vec2Val, vec2ExpectedScale, 0.001f);
            AreEqual(vec3Val, vec3ExpectedScale, 0.001f);
            AreEqual(vec4Val, vec4ExpectedScale, 0.001f);

            queue.Update(0.8);
            vec2ExpectedScale = vec2Scale;
            vec3ExpectedScale = vec3Scale;
            vec4ExpectedScale = vec4Scale;
            vec2ExpectedScale.Scale(vec2Start);
            vec3ExpectedScale.Scale(vec3Start);
            vec4ExpectedScale.Scale(vec4Start);
            AreEqual(floatVal, floatStart * floatScale, 0.001f);
            AreEqual(doubleVal, doubleStart * doubleScale, 0.001f);
            AreEqual(vec2Val, vec2ExpectedScale, 0.001f);
            AreEqual(vec3Val, vec3ExpectedScale, 0.001f);
            AreEqual(vec4Val, vec4ExpectedScale, 0.001f);

            floatVal  = floatStart;
            doubleVal = doubleStart;
            vec2Val   = vec2Start;
            vec3Val   = vec3Start;
            vec4Val   = vec4Start;
            queue.Update(0.0);
            queue.Update(0.5);
            vec2ExpectedScale = vec2Scale;
            vec3ExpectedScale = vec3Scale;
            vec4ExpectedScale = vec4Scale;
            vec2ExpectedScale.Scale(new Vector2(0.5f, 0.5f));
            vec3ExpectedScale.Scale(new Vector3(0.5f, 0.5f, 0.5f));
            vec4ExpectedScale.Scale(new Vector4(0.5f, 0.5f, 0.5f, 0.5f));
            vec2ExpectedScale += new Vector2(0.5f, 0.5f);
            vec3ExpectedScale += new Vector3(0.5f, 0.5f, 0.5f);
            vec4ExpectedScale += new Vector4(0.5f, 0.5f, 0.5f, 0.5f);
            vec2ExpectedScale.Scale(vec2Start);
            vec3ExpectedScale.Scale(vec3Start);
            vec4ExpectedScale.Scale(vec4Start);
            AreEqual(floatVal, floatStart * (0.5f + floatScale * 0.5f), 0.001f);
            AreEqual(doubleVal, doubleStart * (0.5 + doubleScale * 0.5), 0.001f);
            AreEqual(vec2Val, vec2ExpectedScale, 0.001f);
            AreEqual(vec3Val, vec3ExpectedScale, 0.001f);
            AreEqual(vec4Val, vec4ExpectedScale, 0.001f);
        }
Пример #28
0
        public static void TestChangeFrom()
        {
            const float floatEnd   = 4.8f;
            const float floatStart = 1.2f;
            float       floatVal   = floatStart;
            Ref <float> floatRef   = new Ref <float>(
                () => floatVal,
                t => floatVal = t
                );

            const double doubleEnd   = 3.2;
            const double doubleStart = 9.2;
            double       doubleVal   = doubleStart;
            Ref <double> doubleRef   = new Ref <double>(
                () => doubleVal,
                t => doubleVal = t
                );

            Vector2       vec2End   = new Vector2(9.5f, 2.0f);
            Vector2       vec2Start = new Vector2(4.0f, 5.0f);
            Vector2       vec2Val   = vec2Start;
            Ref <Vector2> vec2Ref   = new Ref <Vector2>(
                () => vec2Val,
                t => vec2Val = t
                );

            Vector3       vec3End   = new Vector3(4.0f, 19.0f, 2.0f);
            Vector3       vec3Start = new Vector3(92.0f, 0.5f, 34.0f);
            Vector3       vec3Val   = vec3Start;
            Ref <Vector3> vec3Ref   = new Ref <Vector3>(
                () => vec3Val,
                t => vec3Val = t
                );

            Vector4       vec4End   = new Vector4(92.0f, 0.5f, 14.0f, 7.0f);
            Vector4       vec4Start = new Vector4(0.4f, 10.0f, 3.0f, 82.0f);
            Vector4       vec4Val   = vec4Start;
            Ref <Vector4> vec4Ref   = new Ref <Vector4>(
                () => vec4Val,
                t => vec4Val = t
                );


            CommandQueue queue = new CommandQueue();

            queue.Enqueue(
                Cmd.Repeat(2,
                           Cmd.Sequence(
                               Cmd.Parallel(
                                   Cmd.ChangeFrom(floatRef, floatEnd, 1.0),
                                   Cmd.ChangeFrom(doubleRef, doubleEnd, 1.0),
                                   Cmd.ChangeFrom(vec2Ref, vec2End, 1.0),
                                   Cmd.ChangeFrom(vec3Ref, vec3End, 1.0),
                                   Cmd.ChangeFrom(vec4Ref, vec4End, 1.0)
                                   ),
                               Cmd.WaitForFrames(1)
                               )
                           )
                );

            queue.Update(0.3);
            // Check basic lerping works.
            AreEqual(floatVal, floatEnd * 0.7f + floatStart * 0.3f, 0.01);
            AreEqual(doubleVal, doubleEnd * 0.7 + doubleStart * 0.3, 0.01);
            AreEqual(vec2Val, vec2End * 0.7f + vec2Start * 0.3f, 0.01f);
            AreEqual(vec3Val, vec3End * 0.7f + vec3Start * 0.3f, 0.01f);
            AreEqual(vec4Val, vec4End * 0.7f + vec4Start * 0.3f, 0.01f);
            // Reset the vals to zero. Checks that 'ChangeTo' will force itself back on
            // track.
            floatVal  = 0.0f;
            doubleVal = 0.0;
            vec2Val   = Vector2.zero;
            vec3Val   = Vector3.zero;
            vec4Val   = Vector4.zero;
            queue.Update(0.2);
            // Completes the offset
            AreEqual(floatVal, floatEnd * 0.5f + floatStart * 0.5f, 0.01);
            AreEqual(doubleVal, doubleEnd * 0.5 + doubleStart * 0.5, 0.01);
            AreEqual(vec2Val, vec2End * 0.5f + vec2Start * 0.5f, 0.01f);
            AreEqual(vec3Val, vec3End * 0.5f + vec3Start * 0.5f, 0.01f);
            AreEqual(vec4Val, vec4End * 0.5f + vec4Start * 0.5f, 0.01f);
            queue.Update(0.5);

            AreEqual(floatVal, floatStart, 0.01f);
            AreEqual(doubleVal, doubleStart, 0.01);
            AreEqual(vec2Val, vec2Start, 0.01f);
            AreEqual(vec3Val, vec3Start, 0.01f);
            AreEqual(vec4Val, vec4Start, 0.01f);

            queue.Update(0.0);
            queue.Update(0.5);
            // Check that it does jump on repeat
            AreEqual(floatVal, floatEnd * 0.5f + floatStart * 0.5f, 0.01);
            AreEqual(doubleVal, doubleEnd * 0.5 + doubleStart * 0.5, 0.01);
            AreEqual(vec2Val, vec2End * 0.5f + vec2Start * 0.5f, 0.01f);
            AreEqual(vec3Val, vec3End * 0.5f + vec3Start * 0.5f, 0.01f);
            AreEqual(vec4Val, vec4End * 0.5f + vec4Start * 0.5f, 0.01f);

            Rect       rectEnd   = new Rect(-1.0f, 1.0f, 5.0f, 5.0f);
            Rect       rectStart = new Rect(0.0f, 2.0f, 6.0f, 6.0f);
            Rect       rectVal   = rectStart;
            Ref <Rect> rectRef   = new Ref <Rect>(
                () => rectVal,
                t => rectVal = t
                );

            Vector2 firstAnchor  = new Vector2(0.0f, 0.0f);
            Vector2 secondAnchor = new Vector2(1.0f, 0.0f);
            Vector3 thirdAnchor  = new Vector2(0.0f, 1.0f);
            Vector2 forthAnchor  = new Vector2(1.0f, 1.0f);

            queue = new CommandQueue();
            queue.Enqueue(
                Cmd.ChangeFrom(rectRef, rectEnd, 1.0, firstAnchor),
                Cmd.WaitForFrames(1),
                Cmd.ChangeFrom(rectRef, rectEnd, 1.0, secondAnchor),
                Cmd.WaitForFrames(1),
                Cmd.ChangeFrom(rectRef, rectEnd, 1.0, thirdAnchor),
                Cmd.WaitForFrames(1),
                Cmd.ChangeFrom(rectRef, rectEnd, 1.0, forthAnchor)
                );

            // Test the top left corner.
            queue.Update(0.5);
            AreEqual(rectVal, new Rect(
                         -0.5f, 1.5f,
                         (rectStart.width + rectEnd.width) * 0.5f,
                         (rectStart.height + rectEnd.height) * 0.5f), 0.001f
                     );
            queue.Update(0.5);
            AreEqual(rectVal, rectStart, 0.001f);
            queue.Update(0.0f);

            // Test the top right corner.
            queue.Update(0.7);
            AreEqual(rectVal, new Rect(
                         5.4f - 5.7f, 1.7f,
                         rectStart.width * 0.7f + rectEnd.width * 0.3f,
                         rectStart.height * 0.7f + rectEnd.height * 0.3f), 0.001f
                     );
            queue.Update(0.3);
            AreEqual(rectVal, rectStart, 0.001f);
            queue.Update(0.0f);

            // Test the bottom left corner.
            queue.Update(0.6);
            AreEqual(rectVal, new Rect(
                         -0.4f, 7.2f - 5.6f,
                         rectStart.width * 0.6f + rectEnd.width * 0.4f,
                         rectStart.height * 0.6f + rectEnd.height * 0.4f), 0.001f
                     );
            queue.Update(0.4);
            AreEqual(rectVal, rectStart, 0.001f);
            queue.Update(0.0);

            // Test the bottom right corner.
            queue.Update(0.6);
            AreEqual(rectVal, new Rect(
                         5.2f - 5.6f, 7.2f - 5.6f,
                         rectStart.width * 0.6f + rectEnd.width * 0.4f,
                         rectStart.height * 0.6f + rectEnd.height * 0.4f), 0.001f
                     );
            queue.Update(0.4);
            AreEqual(rectVal, rectStart, 0.001f);
            queue.Update(0.0f);
        }
Пример #29
0
 /// <summary>
 /// Schedule a list of commands.
 /// </summary>
 /// <param name="commands"> The commands to be executed sequentially.</param>
 public void Schedule(params CommandDelegate[] commands)
 {
     _scheduler.Add(Cmd.Sequence(commands));
 }