緩動類演算法
阿新 • • 發佈:2018-11-05
/// <summary> /// 由慢變快變慢 /// </summary> /// <param name="start"></param> /// <param name="end"></param> /// <param name="value"></param> /// <returns></returns> public static float Hermite(float start, float end, float value) { return Mathf.Lerp(start, end, value * value * (3.0f - 2.0f * value)); } public static Vector3 Hermite(Vector3 start, Vector3 end, float value) { return new Vector3(Hermite(start.x, end.x, value), Hermite(start.y, end.y, value), Hermite(start.z, end.z, value)); } /// <summary> /// 由快變慢 /// </summary> /// <param name="start"></param> /// <param name="end"></param> /// <param name="value"></param> /// <returns></returns> public static float Sinerp(float start, float end, float value) { return Mathf.Lerp(start, end, Mathf.Sin(value * Mathf.PI * 0.5f)); } public static Vector3 Sinerp(Vector3 start, Vector3 end, float value) { return new Vector3(Sinerp(start.x, end.x, value), Sinerp(start.y, end.y, value), Sinerp(start.z, end.z, value)); } /// <summary> /// 由慢變快 /// </summary> /// <param name="start"></param> /// <param name="end"></param> /// <param name="value"></param> /// <returns></returns> public static float Coserp(float start, float end, float value) { return Mathf.Lerp(start, end, 1.0f - Mathf.Cos(value * Mathf.PI * 0.5f)); } public static Vector3 Coserp(Vector3 start, Vector3 end, float value) { return new Vector3(Coserp(start.x, end.x, value), Coserp(start.y, end.y, value), Coserp(start.z, end.z, value)); } /// <summary> /// 回彈效果 /// </summary> /// <param name="start"></param> /// <param name="end"></param> /// <param name="value"></param> /// <returns></returns> public static float Berp(float start, float end, float value) { value = Mathf.Clamp01(value); value = (Mathf.Sin(value * Mathf.PI * (0.2f + 2.5f * value * value * value)) * Mathf.Pow(1f - value, 2.2f) + value) * (1f + (1.2f * (1f - value))); return start + (end - start) * value; }
以前處理緩動要麼用iTween 要麼用ngui的TweenPostion, 現在可以直接使用緩動方法了