添加了多种对程序流程控制与保全的脚本,而且现在可以更快速的构建一个具有线性关系的协程了。 添加了一个支持多种模式的单维梯度控制器,类似unity的颜色梯度类型。 添加了一个用于看向某个物体的旋转控制器。 添加了一个加载宏。 完善了批处理脚本流程。
364 lines
7.1 KiB
C#
364 lines
7.1 KiB
C#
using Codice.Client.BaseCommands.BranchExplorer;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using XericLibrary.Runtime.Type;
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namespace XericLibrary.Runtime.MacroLibrary
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{
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/// <summary>
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/// Ć˝ťŹşę
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/// </summary>
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public static partial class MacroSmooth
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{
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#region y=f(x)
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public static double Linear(double k)
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{
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return k;
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}
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public static double QuadraticIn(double k)
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{
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return k * k;
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}
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public static double QuadraticOut(double k)
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{
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return k * (2 - k);
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}
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public static double QuadraticInOut(double k)
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{
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if((k *= 2) < 1)
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{
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return 0.5 * k * k;
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}
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return -0.5 * (--k * (k - 2) - 1);
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}
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public static double CubicIn(double k)
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{
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return k * k * k;
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}
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public static double CubicOut(double k)
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{
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return --k * k * k + 1;
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}
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public static double CubicInOut(double k)
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{
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if((k *= 2) < 1)
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{
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return 0.5 * k * k * k;
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}
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return 0.5 * ((k -= 2) * k * k + 2);
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}
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public static double QuarticIn(double k)
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{
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return k * k * k * k;
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}
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public static double QuarticOut(double k)
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{
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return 1 - --k * k * k * k;
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}
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public static double QuarticInOut(double k)
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{
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if((k *= 2) < 1)
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{
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return 0.5 * k * k * k * k;
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}
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return -0.5 * ((k -= 2) * k * k * k - 2);
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}
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public static double QuinticIn(double k)
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{
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return k * k * k * k * k;
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}
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public static double QuinticOut(double k)
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{
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return --k * k * k * k * k + 1;
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}
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public static double QuinticInOut(double k)
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{
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if((k *= 2) < 1)
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{
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return 0.5 * k * k * k * k * k;
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}
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return 0.5 * ((k -= 2) * k * k * k * k + 2);
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}
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public static double SinusoidalIn(double k)
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{
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return 1 - Math.Cos((k * Math.PI) / 2);
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}
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public static double SinusoidalOut(double k)
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{
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return Math.Sin((k * Math.PI) / 2);
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}
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public static double SinusoidalInOut(double k)
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{
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return 0.5 * (1 - Math.Cos(Math.PI * k));
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}
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public static double ExponentialIn(double k)
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{
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return k == 0 ? 0 : Math.Pow(1024, k - 1);
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}
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public static double ExponentialOut(double k)
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{
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return k == 1 ? 1 : 1 - Math.Pow(2, -10 * k);
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}
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public static double ExponentialInOut(double k)
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{
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if(k == 0)
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{
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return 0;
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}
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if(k == 1)
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{
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return 1;
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}
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if((k *= 2) < 1)
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{
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return 0.5 * Math.Pow(1024, k - 1);
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}
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return 0.5 * (-Math.Pow(2, -10 * (k - 1)) + 2);
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}
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public static double CircularIn(double k)
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{
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return 1 - Math.Sqrt(1 - k * k);
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}
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public static double CircularOut(double k)
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{
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return Math.Sqrt(1 - --k * k);
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}
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public static double CircularInOut(double k)
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{
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if((k *= 2) < 1)
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{
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return -0.5 * (Math.Sqrt(1 - k * k) - 1);
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}
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return 0.5 * (Math.Sqrt(1 - (k -= 2) * k) + 1);
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}
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public static double ElasticIn(double k)
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{
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double s;
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var a = 0.1;
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var p = 0.4;
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if(k == 0)
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{
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return 0;
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}
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if(k == 1)
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{
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return 1;
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}
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if(a != 0 || a < 1)
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{
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a = 1;
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s = p / 4;
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}
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else
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{
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s = (p * Math.Asin(1 / a)) / (2 * Math.PI);
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}
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return -(
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a *
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Math.Pow(2, 10 * (k -= 1)) *
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Math.Sin(((k - s) * (2 * Math.PI)) / p)
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);
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}
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public static double ElasticOut(double k)
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{
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double s;
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var a = 0.1;
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var p = 0.4;
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if(k == 0)
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{
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return 0;
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}
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if(k == 1)
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{
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return 1;
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}
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if(a != 0 || a < 1)
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{
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a = 1;
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s = p / 4;
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}
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else
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{
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s = (p * Math.Asin(1 / a)) / (2 * Math.PI);
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}
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return (
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a * Math.Pow(2, -10 * k) * Math.Sin(((k - s) * (2 * Math.PI)) / p) + 1
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);
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}
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public static double ElasticInOut(double k)
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{
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double s;
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var a = 0.1;
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var p = 0.4;
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if(k == 0)
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{
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return 0;
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}
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if(k == 1)
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{
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return 1;
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}
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if(a != 0 || a < 1)
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{
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a = 1;
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s = p / 4;
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}
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else
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{
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s = (p * Math.Asin(1 / a)) / (2 * Math.PI);
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}
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if((k *= 2) < 1)
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{
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return (
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-0.5 *
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(a *
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Math.Pow(2, 10 * (k -= 1)) *
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Math.Sin(((k - s) * (2 * Math.PI)) / p))
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);
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}
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return (
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a *
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Math.Pow(2, -10 * (k -= 1)) *
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Math.Sin(((k - s) * (2 * Math.PI)) / p) *
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0.5 +
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1
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);
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}
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// ÔÚijҝśŻťżŞĘźŃŘָʞľÄ¡žś˝řĐĐśŻť´ŚŔíǰÉÔÉÔĘŐťŘ¸ĂśŻťľÄŇĆśŻ
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public static double BackIn(double k)
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{
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var s = 1.70158;
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return k * k * ((s + 1) * k - s);
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}
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public static double BackOut(double k)
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{
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var s = 1.70158;
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return --k * k * ((s + 1) * k + s) + 1;
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}
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public static double BackInOut(double k)
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{
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var s = 1.70158 * 1.525;
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if((k *= 2) < 1)
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{
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return 0.5 * (k * k * ((s + 1) * k - s));
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}
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return 0.5 * ((k -= 2) * k * ((s + 1) * k + s) + 2);
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}
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public static double BounceIn(double k)
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{
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return 1 - BounceOut(1 - k);
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}
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public static double BounceOut(double k)
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{
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if(k < 1 / 2.75)
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{
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return 7.5625 * k * k;
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}
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else if(k < 2 / 2.75)
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{
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return 7.5625 * (k -= 1.5 / 2.75) * k + 0.75;
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}
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else if(k < 2.5 / 2.75)
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{
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return 7.5625 * (k -= 2.25 / 2.75) * k + 0.9375;
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}
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else
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{
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return 7.5625 * (k -= 2.625 / 2.75) * k + 0.984375;
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}
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}
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public static double BounceInOut(double k)
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{
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if(k < 0.5)
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{
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return BounceIn(k * 2) * 0.5;
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}
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return BounceIn(k * 2 - 1) * 0.5 + 0.5;
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}
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#endregion
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#region śŕşŻĘýҝ՞ʽ˝âžö
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/// <summary>
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/// ÇĐťťťşśŻÄŁĘ˝
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/// </summary>
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/// <param name="k"></param>
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/// <param name="mode"></param>
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/// <returns></returns>
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public static double SwitchEasing(this double k, EasingMode mode)
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{
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switch(mode)
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{
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default:
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case EasingMode.Linear:
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return Linear(k);
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case EasingMode.QuadraticIn:
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return QuadraticIn(k);
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case EasingMode.QuadraticOut:
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return QuadraticOut(k);
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case EasingMode.QuadraticInOut:
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return QuadraticInOut(k);
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case EasingMode.CubicIn:
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return CubicIn(k);
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case EasingMode.CubicOut:
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return CubicOut(k);
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case EasingMode.CubicInOut:
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return CubicInOut(k);
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case EasingMode.QuarticIn:
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return QuarticIn(k);
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case EasingMode.QuarticOut:
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return QuarticOut(k);
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case EasingMode.QuarticInOut:
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return QuarticInOut(k);
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case EasingMode.QuinticIn:
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return QuinticIn(k);
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case EasingMode.QuinticOut:
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return QuinticOut(k);
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case EasingMode.QuinticInOut:
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return QuinticInOut(k);
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case EasingMode.SinusoidalIn:
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return SinusoidalIn(k);
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case EasingMode.SinusoidalOut:
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return SinusoidalOut(k);
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case EasingMode.SinusoidalInOut:
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return SinusoidalInOut(k);
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case EasingMode.ExponentialIn:
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return ExponentialIn(k);
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case EasingMode.ExponentialOut:
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return ExponentialOut(k);
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case EasingMode.ExponentialInOut:
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return ExponentialInOut(k);
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case EasingMode.CircularIn:
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return CircularIn(k);
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case EasingMode.CircularOut:
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return CircularOut(k);
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case EasingMode.CircularInOut:
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return CircularInOut(k);
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case EasingMode.ElasticIn:
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return ElasticIn(k);
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case EasingMode.ElasticOut:
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return ElasticOut(k);
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case EasingMode.ElasticInOut:
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return ElasticInOut(k);
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case EasingMode.BackIn:
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return BackIn(k);
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case EasingMode.BounceIn:
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return BounceIn(k);
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case EasingMode.BounceOut:
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return BounceOut(k);
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case EasingMode.BounceInOut:
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return BounceInOut(k);
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}
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}
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#endregion
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}
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}
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