protected override void Awake() { string CXYZ(Vector3 loc) => $"pxyz {loc.x} {loc.y} {loc.z}"; base.Awake(); velMov = movement.Into <TP>(); tr.localPosition = startLoc; fireScaler = //WARNING incompatible with baking FormattableString .Invariant( $"lerpsmooth ebounce2 {timeToFirstHit} {timeToSecondHitPost} t {fireMultiplier.x} {fireMultiplier.y}") .Into <BPY>(); upperTextLerp = FormattableString .Invariant($"lerpsmooth in-sine {timeToLerpStart} {timeToFirstHit} t {CXYZ(upperTextOffset)} zero") .Into <TP3>(); lowerTextLerp = FormattableString .Invariant($"lerpsmooth in-sine {timeToFirstHit} {timeToSecondHit} t {CXYZ(lowerTextOffset)} zero") .Into <TP3>(); upperTextScaler = FormattableString .Invariant($"lerpsmooth out-sine {sx} {sy} (t - {timeToFirstHit}) {textScale.x} {textScale.y}").Into <BPY>(); lowerTextScaler = FormattableString .Invariant($"lerpsmooth out-sine {sx} {sy} (t - {timeToSecondHit}) {textScale.x} {textScale.y}") .Into <BPY>(); if (fireSprite != null) { fireSprite.GetPropertyBlock(firePB = new MaterialPropertyBlock()); firePB.SetFloat(PropConsts.xBlocks, xBlocks); firePB.SetFloat(PropConsts.yBlocks, yBlocks); firePB.SetColor(PropConsts.color1, color1); firePB.SetColor(PropConsts.color2, color2); firePB.SetColor(PropConsts.color3, color3); firePB.SetFloat(PropConsts.multiplier, fireScaler(bpi)); } //SetColorA(upperText, 0); //SetColorA(lowerText, 0); //upperTr = upperText.transform; //lowerTr = lowerText.transform; upperTextBaseLoc = upperTr.localPosition; lowerTextBaseLoc = lowerTr.localPosition; RunDroppableRIEnumerator(Tracker()); textBacker.GetPropertyBlock(textBackPB = new MaterialPropertyBlock()); textBackPB.SetFloat(PropConsts.fillRatio, 0); textBackPB.SetTexture(PropConsts.trueTex, textBackSprite); textBackFiller = FormattableString.Invariant($"lerpt {textBackFillTime.x} {textBackFillTime.y} 0 1") .Into <BPY>(); }
public static IEnumerator Velocity(Transform t, TP3 eq) { var bpi = new ParametricInfo() { loc = t.position }; for (bpi.t = 0f;; bpi.t += ETime.FRAME_TIME) { t.localPosition += eq(bpi) * ETime.FRAME_TIME; bpi.loc = t.position; yield return(null); } // ReSharper disable once IteratorNeverReturns }
private Vector3 SelectByPower(TP3[] powers, TP3 otherwise) { if (powers.Length == 0) { return(otherwise(bpi)); } int index = Math.Min(powers.Length - 1, GameManagement.Instance.PowerIndex); if (index != currPower) { lastPower = currPower; currPower = index; powerLerp = 0; } return(Vector3.Lerp(powers[lastPower](bpi), powers[currPower](bpi), powerLerp)); }
public void Initialize(PlayerInput playr) { Player = playr; //I feel kind of bad about this, but it ensures that PlayerInput is linked before the SM runs. base.Awake(); sr = GetComponent <SpriteRenderer>(); original_angle = 0; //Shoot up by default freeOffset = ReflWrap <TP3> .Wrap(offsetFree); if (string.IsNullOrWhiteSpace(offsetFocus)) { offsetFocus = offsetFree; } focusOffset = ReflWrap <TP3> .Wrap(offsetFocus); // ReSharper disable once AssignmentInConditionalExpression if ((doOpacity = !string.IsNullOrWhiteSpace(opacityFree))) { freeOpacity = ReflWrap <BPY> .Wrap(opacityFree); if (string.IsNullOrWhiteSpace(opacityFocus)) { opacityFocus = opacityFree; } focusOpacity = ReflWrap <BPY> .Wrap(opacityFocus); rootColor = sr.color; } freeOffsetPower = powerOffsetFree.Select(ReflWrap <TP3> .Wrap).ToArray(); focusOffsetPower = powerOffsetFocus.Select(ReflWrap <TP3> .Wrap).ToArray(); if (!string.IsNullOrWhiteSpace(spriteRotation)) { rotator = ReflWrap <BPY> .Wrap(spriteRotation); } if (!string.IsNullOrWhiteSpace(freeAngleOffset)) { freeAngle = ReflWrap <BPY> .Wrap(freeAngleOffset); } if (!string.IsNullOrWhiteSpace(focusAngleOffset)) { focusAngle = ReflWrap <BPY> .Wrap(focusAngleOffset); } lastPower = currPower = Math.Min(freeOffsetPower.Length - 1, GameManagement.Instance.PowerIndex); SetLocation(); }
private void Awake() { locF = location.Into <TP3>(); tr = transform; }
internal AutoScope(ProfilerMarker <TP1, TP2, TP3> marker, TP1 p1, TP2 p2, TP3 p3) { #if ENABLE_PROFILER m_Marker = marker; m_Marker.Begin(p1, p2, p3); #endif }
protected override void Awake() { base.Awake(); rotate = ReflWrap <TP3> .Wrap(rotator); }