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- 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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