| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667 | using Unity.Jobs;using UnityEngine;using LitMotion;using LitMotion.Adapters;[assembly: RegisterGenericJobType(typeof(MotionUpdateJob<float, ShakeOptions, FloatShakeMotionAdapter>))][assembly: RegisterGenericJobType(typeof(MotionUpdateJob<Vector2, ShakeOptions, Vector2ShakeMotionAdapter>))][assembly: RegisterGenericJobType(typeof(MotionUpdateJob<Vector3, ShakeOptions, Vector3ShakeMotionAdapter>))]namespace LitMotion.Adapters{    // Note: Shake motion uses startValue as offset and endValue as vibration strength.    public readonly struct FloatShakeMotionAdapter : IMotionAdapter<float, ShakeOptions>    {        public float Evaluate(ref float startValue, ref float endValue, ref ShakeOptions options, in MotionEvaluationContext context)        {            VibrationHelper.EvaluateStrength(endValue, options.Frequency, options.DampingRatio, context.Progress, out var s);            float multipliar;            if (options.RandomState.state == 0)            {                multipliar = SharedRandom.Random.NextFloat(-1f, 1f);            }            else            {                multipliar = options.RandomState.NextFloat(-1f, 1f);            }            return startValue + s * multipliar;        }    }    public readonly struct Vector2ShakeMotionAdapter : IMotionAdapter<Vector2, ShakeOptions>    {        public Vector2 Evaluate(ref Vector2 startValue, ref Vector2 endValue, ref ShakeOptions options, in MotionEvaluationContext context)        {            VibrationHelper.EvaluateStrength(endValue, options.Frequency, options.DampingRatio, context.Progress, out var s);            Vector2 multipliar;            if (options.RandomState.state == 0)            {                multipliar = new Vector2(SharedRandom.Random.NextFloat(-1f, 1f), SharedRandom.Random.NextFloat(-1f, 1f));            }            else            {                multipliar = new Vector2(options.RandomState.NextFloat(-1f, 1f), options.RandomState.NextFloat(-1f, 1f));            }            return startValue + new Vector2(s.x * multipliar.x, s.y * multipliar.y);        }    }    public readonly struct Vector3ShakeMotionAdapter : IMotionAdapter<Vector3, ShakeOptions>    {        public Vector3 Evaluate(ref Vector3 startValue, ref Vector3 endValue, ref ShakeOptions options, in MotionEvaluationContext context)        {            VibrationHelper.EvaluateStrength(endValue, options.Frequency, options.DampingRatio, context.Progress, out var s);            Vector3 multipliar;            if (options.RandomState.state == 0)            {                multipliar = new Vector3(SharedRandom.Random.NextFloat(-1f, 1f), SharedRandom.Random.NextFloat(-1f, 1f), SharedRandom.Random.NextFloat(-1f, 1f));            }            else            {                multipliar = new Vector3(options.RandomState.NextFloat(-1f, 1f), options.RandomState.NextFloat(-1f, 1f), options.RandomState.NextFloat(-1f, 1f));            }            return startValue + new Vector3(s.x * multipliar.x, s.y * multipliar.y, s.z * multipliar.z);        }    }}
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