缓动类算法

来源:互联网 发布:lte中d2怎么优化 编辑:程序博客网 时间:2024/05/01 00:30
/// <summary>    /// 由慢变快变慢    /// </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>    /// 由快变慢    /// </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>    /// 由慢变快    /// </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>    /// 回弹效果    /// </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;    }


以前处理缓动要么用iTween 要么用ngui的TweenPostion, 现在可以直接使用缓动方法了

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