private static IEnumerable <Vector3> NewCatmullRom <T>(IList nodes, XInterpolate.ToVector3 <T> toVector3, int slices, bool loop)
        {
            if (nodes.Count >= 2)
            {
                yield return(toVector3((T)((object)nodes[0])));

                int num  = nodes.Count - 1;
                int num2 = 0;
                while (loop || num2 < num)
                {
                    if (loop && num2 > num)
                    {
                        num2 = 0;
                    }
                    int index  = (num2 == 0) ? (loop ? num : num2) : (num2 - 1);
                    int index2 = num2;
                    int num3   = (num2 == num) ? (loop ? 0 : num2) : (num2 + 1);
                    int index3 = (num3 == num) ? (loop ? 0 : num3) : (num3 + 1);
                    int num4   = slices + 1;
                    for (int i = 1; i <= num4; i++)
                    {
                        yield return(XInterpolate.CatmullRom(toVector3((T)((object)nodes[index])), toVector3((T)((object)nodes[index2])), toVector3((T)((object)nodes[num3])), toVector3((T)((object)nodes[index3])), (float)i, (float)num4));
                    }
                    num2++;
                }
            }
            yield break;
        }
        private static IEnumerator NewEase(XInterpolate.Function ease, Vector3 start, Vector3 end, float total, IEnumerable <float> driver)
        {
            Vector3 distance = end - start;

            foreach (float elapsedTime in driver)
            {
                yield return(XInterpolate.Ease(ease, start, distance, elapsedTime, total));
            }
            yield break;
        }
 private static IEnumerable <Vector3> NewBezier <T>(XInterpolate.Function ease, IList nodes, XInterpolate.ToVector3 <T> toVector3, float maxStep, IEnumerable <float> steps)
 {
     if (nodes.Count >= 2)
     {
         Vector3[] array = new Vector3[nodes.Count];
         foreach (float elapsedTime in steps)
         {
             for (int i = 0; i < nodes.Count; i++)
             {
                 array[i] = toVector3((T)((object)nodes[i]));
             }
             yield return(XInterpolate.Bezier(ease, array, elapsedTime, maxStep));
         }
     }
     yield break;
 }
        public static IEnumerator NewEase(XInterpolate.Function ease, Vector3 start, Vector3 end, int slices)
        {
            IEnumerable <float> driver = XInterpolate.NewCounter(0, slices + 1, 1);

            return(XInterpolate.NewEase(ease, start, end, (float)(slices + 1), driver));
        }
        public static IEnumerator NewEase(XInterpolate.Function ease, Vector3 start, Vector3 end, float duration)
        {
            IEnumerable <float> driver = XInterpolate.NewTimer(duration);

            return(XInterpolate.NewEase(ease, start, end, duration, driver));
        }
 public static IEnumerable <Vector3> NewCatmullRom(Vector3[] points, int slices, bool loop)
 {
     return(XInterpolate.NewCatmullRom <Vector3>(points, new XInterpolate.ToVector3 <Vector3>(XInterpolate.Identity), slices, loop));
 }
 public static IEnumerable <Vector3> NewCatmullRom(Transform[] nodes, int slices, bool loop)
 {
     return(XInterpolate.NewCatmullRom <Transform>(nodes, new XInterpolate.ToVector3 <Transform>(XInterpolate.TransformDotPosition), slices, loop));
 }
        public static IEnumerable <Vector3> NewBezier(XInterpolate.Function ease, Vector3[] points, int slices)
        {
            IEnumerable <float> steps = XInterpolate.NewCounter(0, slices + 1, 1);

            return(XInterpolate.NewBezier <Vector3>(ease, points, new XInterpolate.ToVector3 <Vector3>(XInterpolate.Identity), (float)(slices + 1), steps));
        }
        public static IEnumerable <Vector3> NewBezier(XInterpolate.Function ease, Vector3[] points, float duration)
        {
            IEnumerable <float> steps = XInterpolate.NewTimer(duration);

            return(XInterpolate.NewBezier <Vector3>(ease, points, new XInterpolate.ToVector3 <Vector3>(XInterpolate.Identity), duration, steps));
        }
示例#10
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        public static IEnumerable <Vector3> NewBezier(XInterpolate.Function ease, Transform[] nodes, int slices)
        {
            IEnumerable <float> steps = XInterpolate.NewCounter(0, slices + 1, 1);

            return(XInterpolate.NewBezier <Transform>(ease, nodes, new XInterpolate.ToVector3 <Transform>(XInterpolate.TransformDotPosition), (float)(slices + 1), steps));
        }
示例#11
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        public static IEnumerable <Vector3> NewBezier(XInterpolate.Function ease, Transform[] nodes, float duration)
        {
            IEnumerable <float> steps = XInterpolate.NewTimer(duration);

            return(XInterpolate.NewBezier <Transform>(ease, nodes, new XInterpolate.ToVector3 <Transform>(XInterpolate.TransformDotPosition), duration, steps));
        }