float Alpha(float height) { float minHeight = verticalCorrectionSlider.minValue; float maxHeight = verticalCorrectionSlider.maxValue; return(MathR.Map(height, minHeight, maxHeight, 0, 1)); }
// 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; } }
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; }
float NormalizeFromLocalPosition(float posL) { return(MathR.Map(posL, MinLocalPosition(), MaxLocalPosition(), 0, 1)); }
float DenormalizeToLocalPosition(float posN) { return(MathR.Map(posN, 0, 1, MinLocalPosition(), MaxLocalPosition())); }
float NormalizeFromValue(float val) { return(MathR.Map(val, minValue, maxValue, 0, 1)); }
float DenormalizeToValue(float posN) { return(MathR.Map(posN, 0, 1, minValue, maxValue)); }