Files
SVSimServer/SVSim.BattleEngine/Engine/MotionUtils.cs
gamer147 957af3d1ec feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
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.
2026-06-05 17:22:20 -04:00

302 lines
8.8 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
public class MotionUtils
{
public enum EaseType
{
linear,
easeInSine,
easeInQuad,
easeInCubic,
easeInQuart,
easeInQuint,
easeInExpo,
easeInBack,
easeInBounce,
easeInElastic,
easeOutSine,
easeOutQuad,
easeOutCubic,
easeOutQuart,
easeOutQuint,
easeOutExpo,
easeOutBack,
easeOutBounce,
easeOutElastic,
easeInOutSine,
easeInOutQuad,
easeInOutCubic,
easeInOutQuart,
easeInOutQuint,
easeInOutExpo,
easeInOutBack,
easeInOutBounce,
easeInOutElastic
}
public static float GetEase(float t, EaseType e)
{
float num = 1f - t;
switch (e)
{
case EaseType.linear:
return t;
case EaseType.easeInSine:
return 1f - Mathf.Cos(t * (float)Math.PI / 2f);
case EaseType.easeInQuad:
return t * t;
case EaseType.easeInCubic:
return t * t * t;
case EaseType.easeInQuart:
return t * t * t * t;
case EaseType.easeInQuint:
return t * t * t * t * t;
case EaseType.easeInExpo:
return Mathf.Pow(2f, 10f * (t - 1f));
case EaseType.easeInBack:
return t * t * (2.70158f * t - 1.70158f);
case EaseType.easeInBounce:
if (num < 0.36363637f)
{
return 1f - 7.5625f * num * num;
}
if (num < 0.72727275f)
{
return 1f - (7.5625f * (num - 0.54545456f) * (num - 0.54545456f) + 0.75f);
}
if (num < 0.90909094f)
{
return 1f - (7.5625f * (num - 0.8181818f) * (num - 0.8181818f) + 0.9375f);
}
return 1f - (7.5625f * (num - 21f / 22f) * (num - 21f / 22f) + 63f / 64f);
case EaseType.easeInElastic:
{
float num2 = 0.3f;
if (t == 0f)
{
return 0f;
}
if (t == 1f)
{
return 1f;
}
float num3 = num2 / ((float)Math.PI * 2f) * Mathf.Asin(1f);
return 0f - t * Mathf.Pow(2f, 10f * (t -= 1f)) * Mathf.Sin((t - num3) * ((float)Math.PI * 2f) / num2);
}
case EaseType.easeOutSine:
return Mathf.Sin(t * (float)Math.PI / 2f);
case EaseType.easeOutQuad:
return 1f - num * num;
case EaseType.easeOutCubic:
return 1f - num * num * num;
case EaseType.easeOutQuart:
return 1f - num * num * num * num;
case EaseType.easeOutQuint:
return 1f - num * num * num * num * num;
case EaseType.easeOutExpo:
return 0f - Mathf.Pow(2f, -10f * t) + 1f;
case EaseType.easeOutBack:
return 1f - num * num * (2.70158f * num - 1.70158f);
case EaseType.easeOutBounce:
if (t < 0.36363637f)
{
return 7.5625f * t * t;
}
if (t < 0.72727275f)
{
return 7.5625f * (t - 0.54545456f) * (t - 0.54545456f) + 0.75f;
}
if (t < 0.90909094f)
{
return 7.5625f * (t - 0.8181818f) * (t - 0.8181818f) + 0.9375f;
}
return 7.5625f * (t - 21f / 22f) * (t - 21f / 22f) + 63f / 64f;
case EaseType.easeOutElastic:
{
float num2 = 0.3f;
if (t == 0f)
{
return 0f;
}
if (t == 1f)
{
return 1f;
}
float num3 = num2 / ((float)Math.PI * 2f) * Mathf.Asin(1f);
return Mathf.Pow(2f, -10f * t) * Mathf.Sin((t - num3) * ((float)Math.PI * 2f) / num2) + 1f;
}
case EaseType.easeInOutSine:
return (1f - Mathf.Cos(t * (float)Math.PI)) * 0.5f;
case EaseType.easeInOutQuad:
return (t < 0.5f) ? (t * t * 2f) : (1f - num * num * 2f);
case EaseType.easeInOutCubic:
return (t < 0.5f) ? (t * t * t * 2f) : (1f - num * num * num * 2f);
case EaseType.easeInOutQuart:
return (t < 0.5f) ? (t * t * t * t * 2f) : (1f - num * num * num * num * 2f);
case EaseType.easeInOutQuint:
return (t < 0.5f) ? (t * t * t * t * t * 2f) : (1f - num * num * num * num * num * 2f);
case EaseType.easeInOutExpo:
return (t < 0.5f) ? Mathf.Pow(2f, 10f * (t * 2f - 1f)) : (0.5f * (0f - Mathf.Pow(2f, -10f * (t * 2f - 1f)) + 2f));
case EaseType.easeInOutBack:
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));
case EaseType.easeInOutBounce:
if (t < 0.5f)
{
return GetEase(t * 2f, EaseType.easeInBounce) * 0.5f;
}
return GetEase(t * 2f - 1f, EaseType.easeOutBounce) * 0.5f + 0.5f;
case EaseType.easeInOutElastic:
if (t < 0.5f)
{
return GetEase(t * 2f, EaseType.easeInElastic) * 0.5f;
}
return GetEase(t * 2f - 1f, EaseType.easeOutElastic) * 0.5f + 0.5f;
default:
return t;
}
}
public static Vector3[] GetBezierQuad(Vector3 p0, Vector3 p1, Vector3 p2, int div)
{
Vector3[] array = new Vector3[div];
for (int i = 0; i < div; i++)
{
float num = (float)i / (float)(div - 1);
float num2 = 1f - num;
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);
}
return array;
}
public static Vector3[] GetBezierCubic(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, int div)
{
Vector3[] array = new Vector3[div];
for (int i = 0; i < div; i++)
{
float num = (float)i / (float)(div - 1);
float num2 = 1f - num;
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);
}
return array;
}
public static Vector3[] GetCatmullRomSpline(Vector3[] p, int div, bool closed = false)
{
int num = p.Length;
List<Vector3> list = new List<Vector3>();
List<Vector3> list2 = new List<Vector3>();
if (closed)
{
list.Add(p[num - 1]);
list.AddRange(p);
list.Add(p[0]);
list.Add(p[1]);
num++;
}
else
{
list.Add(p[0]);
list.AddRange(p);
list.Add(p[num - 1]);
}
list2.Add(p[0]);
for (int i = 1; i < num; i++)
{
Vector3 vector = -1f * list[i - 1] + 3f * list[i] - 3f * list[i + 1] + 1f * list[i + 2];
Vector3 vector2 = 2f * list[i - 1] - 5f * list[i] + 4f * list[i + 1] - 1f * list[i + 2];
Vector3 vector3 = -1f * list[i - 1] + 0f * list[i] + 1f * list[i + 1] + 0f * list[i + 2];
Vector3 vector4 = 0f * list[i - 1] + 2f * list[i] + 0f * list[i + 1] + 0f * list[i + 2];
for (int j = 1; j <= div; j++)
{
float num2 = (float)j / (float)div;
list2.Add((vector * num2 * num2 * num2 + vector2 * num2 * num2 + vector3 * num2 + vector4) * 0.5f);
}
}
return list2.ToArray();
}
public static void SetLayerAll(GameObject obj, int layer)
{
obj.layer = layer;
for (int i = 0; i < obj.transform.childCount; i++)
{
GameObject gameObject = obj.transform.GetChild(i).gameObject;
if (gameObject.transform.childCount > 0)
{
SetLayerAll(gameObject, layer);
}
else
{
gameObject.layer = layer;
}
}
}
public static void SetActiveAll(GameObject obj, bool flg)
{
obj.SetActive(flg);
for (int i = 0; i < obj.transform.childCount; i++)
{
GameObject gameObject = obj.transform.GetChild(i).gameObject;
if (gameObject.transform.childCount > 0)
{
SetActiveAll(gameObject, flg);
}
else
{
gameObject.SetActive(flg);
}
}
}
public static void ChangeParticleSystemColor(GameObject particleSystemRootObject, Color newColor, Action<ParticleSystem> actionOnChildrenParticleSytems = null)
{
ParticleSystem[] componentsInChildren = particleSystemRootObject.GetComponentsInChildren<ParticleSystem>();
foreach (ParticleSystem particleSystem in componentsInChildren)
{
ParticleSystem.MainModule main = particleSystem.main;
main.startColor = newColor;
ParticleSystem.Particle[] array = new ParticleSystem.Particle[particleSystem.particleCount];
int particles = particleSystem.GetParticles(array);
for (int j = 0; j < array.Length; j++)
{
array[j].startColor = newColor;
}
particleSystem.SetParticles(array, particles);
actionOnChildrenParticleSytems?.Invoke(particleSystem);
}
}
public static float GetAim(Vector2 p0, Vector2 p1)
{
float x = p1.x - p0.x;
return Mathf.Atan2(p1.y - p0.y, x) * 57.29578f - 90f;
}
public static Quaternion GetAimRotation(Vector3 p0, Vector3 p1)
{
return Quaternion.FromToRotation(Vector3.up, p1 - p0);
}
public static Vector2 GetPositionByAngle(float rot)
{
return new Vector2(Mathf.Cos(rot / 180f * (float)Math.PI), Mathf.Sin(rot / 180f * (float)Math.PI));
}
public static float CalculateFrameRateIndependantDampingConstant(float smoothingAmount, float decayMultiplier)
{
return 1f - Mathf.Pow(smoothingAmount, Time.smoothDeltaTime * decayMultiplier);
}
public static int GetDigit(int value)
{
if (value == 0)
{
return 1;
}
return (int)Mathf.Log10(Mathf.Abs(value)) + 1;
}
}