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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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