using System.Collections; using System.Collections.Generic; using UnityEngine; /** * Use these smooth methods to move one value towards another

* Example:
fromY = LeanSmooth.spring(fromY, followArrow.localPosition.y, ref velocityY, 1.1f);
* fromVec3 = LeanSmooth.damp(fromVec3, dude5Title.localPosition, ref velocityVec3, 1.1f);
* fromColor = LeanSmooth.damp(fromColor, dude5Title.GetComponent().material.color, ref velocityColor, 1.1f);
* Debug.Log("Smoothed y:" + fromY + " vec3:" + fromVec3 + " color:" + fromColor);
* * @class LeanSmooth */ public class LeanSmooth { /** * Moves one value towards another (eases in and out to destination with no overshoot) * * @method LeanSmooth.damp (float) * @param {float} current:float the current value * @param {float} target:float the value we are trying to reach * @param {float} currentVelocity:float the current velocity of the value * @param {float} smoothTime:float roughly the time it takes to reach the destination * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) * @example * followVar = LeanSmooth.damp(followVar, destinationVar, ref followVelocity, 1.1f);\n * Debug.Log("current:"+followVar); */ public static float damp(float current, float target, ref float currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f) { if (deltaTime < 0f) deltaTime = Time.deltaTime; smoothTime = Mathf.Max(0.0001f, smoothTime); float num = 2f / smoothTime; float num2 = num * deltaTime; float num3 = 1f / (1f + num2 + 0.48f * num2 * num2 + 0.235f * num2 * num2 * num2); float num4 = current - target; float num5 = target; if (maxSpeed > 0f) { float num6 = maxSpeed * smoothTime; num4 = Mathf.Clamp(num4, -num6, num6); } target = current - num4; float num7 = (currentVelocity + num * num4) * deltaTime; currentVelocity = (currentVelocity - num * num7) * num3; float num8 = target + (num4 + num7) * num3; if (num5 - current > 0f == num8 > num5) { num8 = num5; currentVelocity = (num8 - num5) / deltaTime; } return num8; } /** * Moves one value towards another (eases in and out to destination with no overshoot) * * @method LeanSmooth.damp (Vector3) * @param {float} current:Vector3 the current value * @param {float} target:Vector3 the value we are trying to reach * @param {float} currentVelocity:Vector3 the current velocity of the value * @param {float} smoothTime:float roughly the time it takes to reach the destination * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) * @example * transform.position = LeanSmooth.damp(transform.position, destTrans.position, ref followVelocity, 1.1f);\n * Debug.Log("current:"+transform.position); */ public static Vector3 damp(Vector3 current, Vector3 target, ref Vector3 currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f) { float x = damp(current.x, target.x, ref currentVelocity.x, smoothTime, maxSpeed, deltaTime); float y = damp(current.y, target.y, ref currentVelocity.y, smoothTime, maxSpeed, deltaTime); float z = damp(current.z, target.z, ref currentVelocity.z, smoothTime, maxSpeed, deltaTime); return new Vector3(x, y, z); } /** * Moves one color value towards another color (eases in and out to destination with no overshoot) * * @method LeanSmooth.damp (Color) * @param {float} current:Color the current value * @param {float} target:Color the value we are trying to reach * @param {float} currentVelocity:Color the current velocity of the value * @param {float} smoothTime:float roughly the time it takes to reach the destination * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) * @example * fromColor = LeanSmooth.damp(fromColor, transform.GetComponent().material.color, ref velocityColor, 1.1f);\n * Debug.Log("current:"+fromColor); */ public static Color damp(Color current, Color target, ref Color currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f) { float r = damp(current.r, target.r, ref currentVelocity.r, smoothTime, maxSpeed, deltaTime); float g = damp(current.g, target.g, ref currentVelocity.g, smoothTime, maxSpeed, deltaTime); float b = damp(current.b, target.b, ref currentVelocity.b, smoothTime, maxSpeed, deltaTime); float a = damp(current.a, target.a, ref currentVelocity.a, smoothTime, maxSpeed, deltaTime); return new Color(r, g, b, a); } /** * Moves one value towards another (eases in and out to destination with possible overshoot bounciness) * * @method LeanSmooth.spring (float) * @param {float} current:float the current value * @param {float} target:float the value we are trying to reach * @param {float} currentVelocity:float the current velocity of the value * @param {float} smoothTime:float roughly the time it takes to reach the destination * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) * @param {float} [friction]:float rate at which the spring is slowed down once it reaches it's destination * @param {float} [accelRate]:float the rate it accelerates from it's initial position * @example * followVar = LeanSmooth.spring(followVar, destinationVar, ref followVelocity, 1.1f);\n * Debug.Log("current:"+followVar); */ public static float spring(float current, float target, ref float currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f, float friction = 2f, float accelRate = 0.5f) { if (deltaTime < 0f) deltaTime = Time.deltaTime; float diff = target - current; currentVelocity += deltaTime / smoothTime * accelRate * diff; currentVelocity *= (1f - deltaTime * friction); if (maxSpeed > 0f && maxSpeed < Mathf.Abs(currentVelocity)) currentVelocity = maxSpeed * Mathf.Sign(currentVelocity); float returned = current + currentVelocity; return returned; } /** * Moves one value towards another (eases in and out to destination with possible overshoot bounciness) * * @method LeanSmooth.spring (Vector3) * @param {Vector3} current:float the current value * @param {Vector3} target:float the value we are trying to reach * @param {Vector3} currentVelocity:float the current velocity of the value * @param {float} smoothTime:float roughly the time it takes to reach the destination * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) * @param {float} [friction]:float rate at which the spring is slowed down once it reaches it's destination * @param {float} [accelRate]:float the rate it accelerates from it's initial position * @example * transform.position = LeanSmooth.spring(transform.position, destTrans.position, ref followVelocity, 1.1f);\n * Debug.Log("current:"+transform.position); */ public static Vector3 spring(Vector3 current, Vector3 target, ref Vector3 currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f, float friction = 2f, float accelRate = 0.5f) { float x = spring(current.x, target.x, ref currentVelocity.x, smoothTime, maxSpeed, deltaTime, friction, accelRate); float y = spring(current.y, target.y, ref currentVelocity.y, smoothTime, maxSpeed, deltaTime, friction, accelRate); float z = spring(current.z, target.z, ref currentVelocity.z, smoothTime, maxSpeed, deltaTime, friction, accelRate); return new Vector3(x, y, z); } /** * Moves one color towards another (eases in and out to destination with possible overshoot bounciness) * * @method LeanSmooth.spring (Color) * @param {Color} current:float the current value * @param {Color} target:float the value we are trying to reach * @param {Color} currentVelocity:float the current velocity of the value * @param {float} smoothTime:float roughly the time it takes to reach the destination * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) * @param {float} [friction]:float rate at which the spring is slowed down once it reaches it's destination * @param {float} [accelRate]:float the rate it accelerates from it's initial position * @example * fromColor = LeanSmooth.spring(fromColor, transform.GetComponent().material.color, ref velocityColor, 1.1f);\n * Debug.Log("current:"+fromColor); */ public static Color spring(Color current, Color target, ref Color currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f, float friction = 2f, float accelRate = 0.5f) { float r = spring(current.r, target.r, ref currentVelocity.r, smoothTime, maxSpeed, deltaTime, friction, accelRate); float g = spring(current.g, target.g, ref currentVelocity.g, smoothTime, maxSpeed, deltaTime, friction, accelRate); float b = spring(current.b, target.b, ref currentVelocity.b, smoothTime, maxSpeed, deltaTime, friction, accelRate); float a = spring(current.a, target.a, ref currentVelocity.a, smoothTime, maxSpeed, deltaTime, friction, accelRate); return new Color(r, g, b, a); } /** * Moves one value towards another (at a constant speed) * * @method LeanSmooth.linear (float) * @param {float} current:float the current value * @param {float} target:float the value we are trying to reach * @param {float} moveSpeed:float the speed at which to move towards the target * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) * @example * followVar = LeanSmooth.linear(followVar, destinationVar, 50f);\n * Debug.Log("current:"+followVar); */ public static float linear(float current, float target, float moveSpeed, float deltaTime = -1f) { if (deltaTime < 0f) deltaTime = Time.deltaTime; bool targetGreater = (target > current); float currentVelocity = deltaTime * moveSpeed * (targetGreater ? 1f : -1f); float returned = current + currentVelocity; float returnPassed = returned - target; if ((targetGreater && returnPassed > 0) || !targetGreater && returnPassed < 0) { // Has passed point, return target return target; } return returned; } /** * Moves one value towards another (at a constant speed) * * @method LeanSmooth.linear (Vector3) * @param {Vector3} current:float the current value * @param {Vector3} target:float the value we are trying to reach * @param {float} moveSpeed:float the speed at which to move towards the target * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) * @example * transform.position = LeanSmooth.linear(transform.position, followTrans.position, 50f);\n * Debug.Log("current:"+transform.position); */ public static Vector3 linear(Vector3 current, Vector3 target, float moveSpeed, float deltaTime = -1f) { float x = linear(current.x, target.x, moveSpeed, deltaTime); float y = linear(current.y, target.y, moveSpeed, deltaTime); float z = linear(current.z, target.z, moveSpeed, deltaTime); return new Vector3(x, y, z); } /** * Moves one color towards another (at a constant speed) * * @method LeanSmooth.linear (Color) * @param {Color} current:float the current value * @param {Color} target:float the value we are trying to reach * @param {float} moveSpeed:float the speed at which to move towards the target * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) * @example * fromColor = LeanSmooth.linear(fromColor, transform.GetComponent().material.color, 50f);\n * Debug.Log("current:"+fromColor); */ public static Color linear(Color current, Color target, float moveSpeed) { float r = linear(current.r, target.r, moveSpeed); float g = linear(current.g, target.g, moveSpeed); float b = linear(current.b, target.b, moveSpeed); float a = linear(current.a, target.a, moveSpeed); return new Color(r, g, b, a); } /** * Moves one value towards another (with an ease that bounces back some when it reaches it's destination) * * @method LeanSmooth.bounceOut (float) * @param {float} current:float the current value * @param {float} target:float the value we are trying to reach * @param {float} currentVelocity:float the current velocity of the value * @param {float} smoothTime:float roughly the time it takes to reach the destination * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) * @param {float} [friction]:float rate at which the spring is slowed down once it reaches it's destination * @param {float} [accelRate]:float the rate it accelerates from it's initial position * @param {float} [hitDamping]:float the rate at which to dampen the bounciness of when it reaches it's destination * @example * followVar = LeanSmooth.bounceOut(followVar, destinationVar, ref followVelocity, 1.1f);\n * Debug.Log("current:"+followVar); */ public static float bounceOut(float current, float target, ref float currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f, float friction = 2f, float accelRate = 0.5f, float hitDamping = 0.9f) { if (deltaTime < 0f) deltaTime = Time.deltaTime; float diff = target - current; currentVelocity += deltaTime / smoothTime * accelRate * diff; currentVelocity *= (1f - deltaTime * friction); if (maxSpeed > 0f && maxSpeed < Mathf.Abs(currentVelocity)) currentVelocity = maxSpeed * Mathf.Sign(currentVelocity); float returned = current + currentVelocity; bool targetGreater = (target > current); float returnPassed = returned - target; if ((targetGreater && returnPassed > 0) || !targetGreater && returnPassed < 0) { // Start a bounce currentVelocity = -currentVelocity * hitDamping; returned = current + currentVelocity; } return returned; } /** * Moves one value towards another (with an ease that bounces back some when it reaches it's destination) * * @method LeanSmooth.bounceOut (Vector3) * @param {Vector3} current:float the current value * @param {Vector3} target:float the value we are trying to reach * @param {Vector3} currentVelocity:float the current velocity of the value * @param {float} smoothTime:float roughly the time it takes to reach the destination * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) * @param {float} [friction]:float rate at which the spring is slowed down once it reaches it's destination * @param {float} [accelRate]:float the rate it accelerates from it's initial position * @param {float} [hitDamping]:float the rate at which to dampen the bounciness of when it reaches it's destination * @example * transform.position = LeanSmooth.bounceOut(transform.position, followTrans.position, ref followVelocity, 1.1f);\n * Debug.Log("current:"+transform.position); */ public static Vector3 bounceOut(Vector3 current, Vector3 target, ref Vector3 currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f, float friction = 2f, float accelRate = 0.5f, float hitDamping = 0.9f) { float x = bounceOut(current.x, target.x, ref currentVelocity.x, smoothTime, maxSpeed, deltaTime, friction, accelRate, hitDamping); float y = bounceOut(current.y, target.y, ref currentVelocity.y, smoothTime, maxSpeed, deltaTime, friction, accelRate, hitDamping); float z = bounceOut(current.z, target.z, ref currentVelocity.z, smoothTime, maxSpeed, deltaTime, friction, accelRate, hitDamping); return new Vector3(x, y, z); } /** * Moves one color towards another (with an ease that bounces back some when it reaches it's destination) * * @method LeanSmooth.bounceOut (Color) * @param {Color} current:float the current value * @param {Color} target:float the value we are trying to reach * @param {Color} currentVelocity:float the current velocity of the value * @param {float} smoothTime:float roughly the time it takes to reach the destination * @param {float} maxSpeed:float the top speed you want the value to move at (defaults to unlimited -1f) * @param {float} deltaTime:float the difference in time since the method was called (defaults to Time.deltaTime) * @param {float} [friction]:float rate at which the spring is slowed down once it reaches it's destination * @param {float} [accelRate]:float the rate it accelerates from it's initial position * @param {float} [hitDamping]:float the rate at which to dampen the bounciness of when it reaches it's destination * @example * fromColor = LeanSmooth.bounceOut(fromColor, transform.GetComponent().material.color, ref followVelocity, 1.1f);\n * Debug.Log("current:" + fromColor); */ public static Color bounceOut(Color current, Color target, ref Color currentVelocity, float smoothTime, float maxSpeed = -1f, float deltaTime = -1f, float friction = 2f, float accelRate = 0.5f, float hitDamping = 0.9f) { float r = bounceOut(current.r, target.r, ref currentVelocity.r, smoothTime, maxSpeed, deltaTime, friction, accelRate, hitDamping); float g = bounceOut(current.g, target.g, ref currentVelocity.g, smoothTime, maxSpeed, deltaTime, friction, accelRate, hitDamping); float b = bounceOut(current.b, target.b, ref currentVelocity.b, smoothTime, maxSpeed, deltaTime, friction, accelRate, hitDamping); float a = bounceOut(current.a, target.a, ref currentVelocity.a, smoothTime, maxSpeed, deltaTime, friction, accelRate, hitDamping); return new Color(r, g, b, a); } }