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- using Unity.Jobs;
- using UnityEngine;
- using LitMotion;
- using LitMotion.Adapters;
- [assembly: RegisterGenericJobType(typeof(MotionUpdateJob<float, PunchOptions, FloatPunchMotionAdapter>))]
- [assembly: RegisterGenericJobType(typeof(MotionUpdateJob<Vector2, PunchOptions, Vector2PunchMotionAdapter>))]
- [assembly: RegisterGenericJobType(typeof(MotionUpdateJob<Vector3, PunchOptions, Vector3PunchMotionAdapter>))]
- namespace LitMotion.Adapters
- {
- // Note: Punch motion uses startValue as offset and endValue as vibration strength.
- public readonly struct FloatPunchMotionAdapter : IMotionAdapter<float, PunchOptions>
- {
- public float Evaluate(ref float startValue, ref float endValue, ref PunchOptions options, in MotionEvaluationContext context)
- {
- VibrationHelper.EvaluateStrength(endValue, options.Frequency, options.DampingRatio, context.Progress, out var result);
- return startValue + result;
- }
- }
- public readonly struct Vector2PunchMotionAdapter : IMotionAdapter<Vector2, PunchOptions>
- {
- public Vector2 Evaluate(ref Vector2 startValue, ref Vector2 endValue, ref PunchOptions options, in MotionEvaluationContext context)
- {
- VibrationHelper.EvaluateStrength(endValue, options.Frequency, options.DampingRatio, context.Progress, out var result);
- return startValue + result;
- }
- }
- public readonly struct Vector3PunchMotionAdapter : IMotionAdapter<Vector3, PunchOptions>
- {
- public Vector3 Evaluate(ref Vector3 startValue, ref Vector3 endValue, ref PunchOptions options, in MotionEvaluationContext context)
- {
- VibrationHelper.EvaluateStrength(endValue, options.Frequency, options.DampingRatio, context.Progress, out var result);
- return startValue + result;
- }
- }
- }
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