public static InverseLerp ( float from, float to, float value ) : float | ||
from | float | |
to | float | |
value | float | |
return | float |
public float Update() { _currentTime = _currentTime + Time.deltaTime; if (_currentTime > _duration) { _currentTime = _duration; } // how far into the time are we? var percentageComplete = Math.InverseLerp(0, _duration, _currentTime); // return a new morph value that represents progressing _currentTime thorugh things return(_startValue + ((_targetValue - _startValue) * _easing(percentageComplete))); }
public void LateUpdate() { if (!show || (!Application.isPlaying && !showInEditor)) { return; } if (Time.unscaledDeltaTime <= 0.0001f) { return; } int collCount = System.GC.CollectionCount(0); if (lastCollectNum != collCount) { lastCollectNum = collCount; delta = Time.realtimeSinceStartup - lastCollect; lastCollect = Time.realtimeSinceStartup; lastDeltaTime = Time.unscaledDeltaTime; collectAlloc = allocMem; } allocMem = (int)System.GC.GetTotalMemory(false); bool collectEvent = allocMem < peakAlloc; peakAlloc = !collectEvent ? allocMem : peakAlloc; if (Time.realtimeSinceStartup - lastAllocSet > 0.3F || !Application.isPlaying) { int diff = allocMem - lastAllocMemory; lastAllocMemory = allocMem; lastAllocSet = Time.realtimeSinceStartup; delayedDeltaTime = Time.unscaledDeltaTime; if (diff >= 0) { allocRate = diff; } } if (Application.isPlaying) { fpsDrops[Time.frameCount % fpsDrops.Length] = Time.unscaledDeltaTime > 0.00001f ? 1F / Time.unscaledDeltaTime : 0; int graphIndex = Time.frameCount % graph.Length; graph[graphIndex].fps = Time.unscaledDeltaTime < 0.00001f ? 1F / Time.unscaledDeltaTime : 0; graph[graphIndex].collectEvent = collectEvent; graph[graphIndex].memory = allocMem; } if (Application.isPlaying && cam != null && showGraph) { graphWidth = cam.pixelWidth * 0.8f; float minMem = float.PositiveInfinity, maxMem = 0, minFPS = float.PositiveInfinity, maxFPS = 0; for (int i = 0; i < graph.Length; i++) { minMem = Mathf.Min(graph[i].memory, minMem); maxMem = Mathf.Max(graph[i].memory, maxMem); minFPS = Mathf.Min(graph[i].fps, minFPS); maxFPS = Mathf.Max(graph[i].fps, maxFPS); } int currentGraphIndex = Time.frameCount % graph.Length; Matrix4x4 m = Matrix4x4.TRS(new Vector3((cam.pixelWidth - graphWidth) / 2f, graphOffset, 1), Quaternion.identity, new Vector3(graphWidth, graphHeight, 1)); for (int i = 0; i < graph.Length - 1; i++) { if (i == currentGraphIndex) { continue; } DrawGraphLine(i, m, i / (float)graph.Length, (i + 1) / (float)graph.Length, Mathf.InverseLerp(minMem, maxMem, graph[i].memory), Mathf.InverseLerp(minMem, maxMem, graph[i + 1].memory), Color.blue); DrawGraphLine(i, m, i / (float)graph.Length, (i + 1) / (float)graph.Length, Mathf.InverseLerp(minFPS, maxFPS, graph[i].fps), Mathf.InverseLerp(minFPS, maxFPS, graph[i + 1].fps), Color.green); } } }
/// <summary> /// Rescale parameter `v` which is in range (minA, maxA) to be in range (minB, maxB) /// </summary> /// <param name="v">Value to rescale</param> /// <param name="minA">Min value of original interval</param> /// <param name="maxA">Max value of original interval</param> /// <param name="minB">Min value of new interval</param> /// <param name="maxB">Max value of new interval</param> /// <returns></returns> private static float Rescale(float v, float minA, float maxA, float minB, float maxB) { return(Mathf.Lerp(minB, maxB, Mathf.InverseLerp(minA, maxA, v))); }