Files
SVSimServer/SVSim.BattleEngine/Engine/MotionUtils.cs
gamer147 c9628dee01 cull(engine-cleanup): pass-8 phase-2 cascade round 1
[trim] fully-unreachable files deleted: 6
[trim] files edited: 55, files deleted: 0, nodes removed: 244
[type-trim] files edited: 1, types removed: 1

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-07-03 21:18:18 -04:00

218 lines
6.0 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 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 CalculateFrameRateIndependantDampingConstant(float smoothingAmount, float decayMultiplier)
{
return 1f - Mathf.Pow(smoothingAmount, Time.smoothDeltaTime * decayMultiplier);
}
}