Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
302 lines
8.8 KiB
C#
302 lines
8.8 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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public class MotionUtils
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{
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public enum EaseType
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{
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linear,
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easeInSine,
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easeInQuad,
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easeInCubic,
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easeInQuart,
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easeInQuint,
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easeInExpo,
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easeInBack,
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easeInBounce,
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easeInElastic,
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easeOutSine,
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easeOutQuad,
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easeOutCubic,
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easeOutQuart,
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easeOutQuint,
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easeOutExpo,
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easeOutBack,
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easeOutBounce,
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easeOutElastic,
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easeInOutSine,
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easeInOutQuad,
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easeInOutCubic,
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easeInOutQuart,
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easeInOutQuint,
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easeInOutExpo,
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easeInOutBack,
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easeInOutBounce,
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easeInOutElastic
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}
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public static float GetEase(float t, EaseType e)
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{
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float num = 1f - t;
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switch (e)
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{
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case EaseType.linear:
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return t;
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case EaseType.easeInSine:
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return 1f - Mathf.Cos(t * (float)Math.PI / 2f);
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case EaseType.easeInQuad:
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return t * t;
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case EaseType.easeInCubic:
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return t * t * t;
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case EaseType.easeInQuart:
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return t * t * t * t;
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case EaseType.easeInQuint:
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return t * t * t * t * t;
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case EaseType.easeInExpo:
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return Mathf.Pow(2f, 10f * (t - 1f));
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case EaseType.easeInBack:
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return t * t * (2.70158f * t - 1.70158f);
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case EaseType.easeInBounce:
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if (num < 0.36363637f)
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{
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return 1f - 7.5625f * num * num;
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}
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if (num < 0.72727275f)
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{
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return 1f - (7.5625f * (num - 0.54545456f) * (num - 0.54545456f) + 0.75f);
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}
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if (num < 0.90909094f)
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{
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return 1f - (7.5625f * (num - 0.8181818f) * (num - 0.8181818f) + 0.9375f);
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}
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return 1f - (7.5625f * (num - 21f / 22f) * (num - 21f / 22f) + 63f / 64f);
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case EaseType.easeInElastic:
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{
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float num2 = 0.3f;
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if (t == 0f)
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{
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return 0f;
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}
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if (t == 1f)
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{
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return 1f;
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}
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float num3 = num2 / ((float)Math.PI * 2f) * Mathf.Asin(1f);
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return 0f - t * Mathf.Pow(2f, 10f * (t -= 1f)) * Mathf.Sin((t - num3) * ((float)Math.PI * 2f) / num2);
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}
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case EaseType.easeOutSine:
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return Mathf.Sin(t * (float)Math.PI / 2f);
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case EaseType.easeOutQuad:
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return 1f - num * num;
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case EaseType.easeOutCubic:
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return 1f - num * num * num;
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case EaseType.easeOutQuart:
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return 1f - num * num * num * num;
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case EaseType.easeOutQuint:
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return 1f - num * num * num * num * num;
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case EaseType.easeOutExpo:
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return 0f - Mathf.Pow(2f, -10f * t) + 1f;
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case EaseType.easeOutBack:
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return 1f - num * num * (2.70158f * num - 1.70158f);
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case EaseType.easeOutBounce:
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if (t < 0.36363637f)
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{
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return 7.5625f * t * t;
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}
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if (t < 0.72727275f)
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{
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return 7.5625f * (t - 0.54545456f) * (t - 0.54545456f) + 0.75f;
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}
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if (t < 0.90909094f)
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{
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return 7.5625f * (t - 0.8181818f) * (t - 0.8181818f) + 0.9375f;
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}
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return 7.5625f * (t - 21f / 22f) * (t - 21f / 22f) + 63f / 64f;
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case EaseType.easeOutElastic:
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{
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float num2 = 0.3f;
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if (t == 0f)
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{
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return 0f;
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}
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if (t == 1f)
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{
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return 1f;
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}
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float num3 = num2 / ((float)Math.PI * 2f) * Mathf.Asin(1f);
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return Mathf.Pow(2f, -10f * t) * Mathf.Sin((t - num3) * ((float)Math.PI * 2f) / num2) + 1f;
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}
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case EaseType.easeInOutSine:
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return (1f - Mathf.Cos(t * (float)Math.PI)) * 0.5f;
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case EaseType.easeInOutQuad:
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return (t < 0.5f) ? (t * t * 2f) : (1f - num * num * 2f);
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case EaseType.easeInOutCubic:
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return (t < 0.5f) ? (t * t * t * 2f) : (1f - num * num * num * 2f);
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case EaseType.easeInOutQuart:
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return (t < 0.5f) ? (t * t * t * t * 2f) : (1f - num * num * num * num * 2f);
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case EaseType.easeInOutQuint:
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return (t < 0.5f) ? (t * t * t * t * t * 2f) : (1f - num * num * num * num * num * 2f);
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case EaseType.easeInOutExpo:
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return (t < 0.5f) ? Mathf.Pow(2f, 10f * (t * 2f - 1f)) : (0.5f * (0f - Mathf.Pow(2f, -10f * (t * 2f - 1f)) + 2f));
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case EaseType.easeInOutBack:
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return (t < 0.5f) ? (0.5f * (t * 2f) * (t * 2f) * (2.525f * t * 2f - 1.525f)) : (1f - 0.5f * (num * 2f) * (num * 2f) * (2.525f * num * 2f - 1.525f));
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case EaseType.easeInOutBounce:
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if (t < 0.5f)
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{
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return GetEase(t * 2f, EaseType.easeInBounce) * 0.5f;
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}
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return GetEase(t * 2f - 1f, EaseType.easeOutBounce) * 0.5f + 0.5f;
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case EaseType.easeInOutElastic:
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if (t < 0.5f)
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{
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return GetEase(t * 2f, EaseType.easeInElastic) * 0.5f;
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}
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return GetEase(t * 2f - 1f, EaseType.easeOutElastic) * 0.5f + 0.5f;
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default:
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return t;
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}
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}
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public static Vector3[] GetBezierQuad(Vector3 p0, Vector3 p1, Vector3 p2, int div)
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{
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Vector3[] array = new Vector3[div];
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for (int i = 0; i < div; i++)
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{
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float num = (float)i / (float)(div - 1);
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float num2 = 1f - num;
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array[i] = new Vector3(num2 * num2 * p0.x + 2f * num2 * num * p1.x + num * num * p2.x, num2 * num2 * p0.y + 2f * num2 * num * p1.y + num * num * p2.y, num2 * num2 * p0.z + 2f * num2 * num * p1.z + num * num * p2.z);
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}
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return array;
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}
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public static Vector3[] GetBezierCubic(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, int div)
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{
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Vector3[] array = new Vector3[div];
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for (int i = 0; i < div; i++)
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{
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float num = (float)i / (float)(div - 1);
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float num2 = 1f - num;
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array[i] = new Vector3(num2 * num2 * num2 * p0.x + 3f * num2 * num2 * num * p1.x + 3f * num2 * num * num * p2.x + num * num * num * p3.x, num2 * num2 * num2 * p0.y + 3f * num2 * num2 * num * p1.y + 3f * num2 * num * num * p2.y + num * num * num * p3.y, num2 * num2 * num2 * p0.z + 3f * num2 * num2 * num * p1.z + 3f * num2 * num * num * p2.z + num * num * num * p3.z);
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}
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return array;
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}
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public static Vector3[] GetCatmullRomSpline(Vector3[] p, int div, bool closed = false)
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{
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int num = p.Length;
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List<Vector3> list = new List<Vector3>();
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List<Vector3> list2 = new List<Vector3>();
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if (closed)
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{
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list.Add(p[num - 1]);
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list.AddRange(p);
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list.Add(p[0]);
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list.Add(p[1]);
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num++;
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}
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else
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{
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list.Add(p[0]);
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list.AddRange(p);
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list.Add(p[num - 1]);
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}
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list2.Add(p[0]);
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for (int i = 1; i < num; i++)
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{
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Vector3 vector = -1f * list[i - 1] + 3f * list[i] - 3f * list[i + 1] + 1f * list[i + 2];
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Vector3 vector2 = 2f * list[i - 1] - 5f * list[i] + 4f * list[i + 1] - 1f * list[i + 2];
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Vector3 vector3 = -1f * list[i - 1] + 0f * list[i] + 1f * list[i + 1] + 0f * list[i + 2];
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Vector3 vector4 = 0f * list[i - 1] + 2f * list[i] + 0f * list[i + 1] + 0f * list[i + 2];
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for (int j = 1; j <= div; j++)
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{
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float num2 = (float)j / (float)div;
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list2.Add((vector * num2 * num2 * num2 + vector2 * num2 * num2 + vector3 * num2 + vector4) * 0.5f);
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}
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}
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return list2.ToArray();
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}
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public static void SetLayerAll(GameObject obj, int layer)
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{
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obj.layer = layer;
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for (int i = 0; i < obj.transform.childCount; i++)
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{
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GameObject gameObject = obj.transform.GetChild(i).gameObject;
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if (gameObject.transform.childCount > 0)
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{
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SetLayerAll(gameObject, layer);
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}
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else
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{
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gameObject.layer = layer;
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}
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}
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}
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public static void SetActiveAll(GameObject obj, bool flg)
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{
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obj.SetActive(flg);
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for (int i = 0; i < obj.transform.childCount; i++)
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{
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GameObject gameObject = obj.transform.GetChild(i).gameObject;
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if (gameObject.transform.childCount > 0)
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{
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SetActiveAll(gameObject, flg);
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}
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else
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{
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gameObject.SetActive(flg);
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}
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}
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}
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public static void ChangeParticleSystemColor(GameObject particleSystemRootObject, Color newColor, Action<ParticleSystem> actionOnChildrenParticleSytems = null)
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{
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ParticleSystem[] componentsInChildren = particleSystemRootObject.GetComponentsInChildren<ParticleSystem>();
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foreach (ParticleSystem particleSystem in componentsInChildren)
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{
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ParticleSystem.MainModule main = particleSystem.main;
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main.startColor = newColor;
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ParticleSystem.Particle[] array = new ParticleSystem.Particle[particleSystem.particleCount];
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int particles = particleSystem.GetParticles(array);
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for (int j = 0; j < array.Length; j++)
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{
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array[j].startColor = newColor;
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}
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particleSystem.SetParticles(array, particles);
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actionOnChildrenParticleSytems?.Invoke(particleSystem);
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}
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}
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public static float GetAim(Vector2 p0, Vector2 p1)
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{
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float x = p1.x - p0.x;
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return Mathf.Atan2(p1.y - p0.y, x) * 57.29578f - 90f;
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}
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public static Quaternion GetAimRotation(Vector3 p0, Vector3 p1)
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{
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return Quaternion.FromToRotation(Vector3.up, p1 - p0);
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}
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public static Vector2 GetPositionByAngle(float rot)
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{
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return new Vector2(Mathf.Cos(rot / 180f * (float)Math.PI), Mathf.Sin(rot / 180f * (float)Math.PI));
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}
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public static float CalculateFrameRateIndependantDampingConstant(float smoothingAmount, float decayMultiplier)
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{
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return 1f - Mathf.Pow(smoothingAmount, Time.smoothDeltaTime * decayMultiplier);
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}
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public static int GetDigit(int value)
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{
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if (value == 0)
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{
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return 1;
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}
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return (int)Mathf.Log10(Mathf.Abs(value)) + 1;
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}
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}
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