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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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using System;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// Movement helpers
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/// </summary>
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public static class MMMovement
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{
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/// <summary>
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/// Moves an object from point A to point B in a given time
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/// </summary>
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/// <param name="movingObject">Moving object.</param>
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/// <param name="pointA">Point a.</param>
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/// <param name="pointB">Point b.</param>
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/// <param name="duration">Time.</param>
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public static IEnumerator MoveFromTo(GameObject movingObject,Vector3 pointA, Vector3 pointB, float duration, AnimationCurve curve = null)
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{
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float journey = 0f;
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Vector3 newPosition;
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while (journey < duration)
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{
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float percent = Mathf.Clamp01(journey / duration);
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newPosition = Vector3.Lerp(pointA, pointB, curve.Evaluate(percent));
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movingObject.transform.position = newPosition;
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journey += Time.deltaTime;
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yield return null;
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}
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yield break;
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}
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public static IEnumerator AnimateScale(Transform targetTransform, Vector3 vector, float duration, AnimationCurve curveX, AnimationCurve curveY, AnimationCurve curveZ, float multiplier = 1f)
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{
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if (targetTransform == null)
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{
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yield break;
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}
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if ((curveX == null) || (curveY == null) || (curveZ == null))
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{
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yield break;
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}
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if (duration == 0f)
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{
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yield break;
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}
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float journey = 0f;
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while (journey < duration)
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{
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float percent = Mathf.Clamp01(journey / duration);
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vector.x = curveX.Evaluate(percent);
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vector.y = curveY.Evaluate(percent);
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vector.z = curveZ.Evaluate(percent);
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targetTransform.localScale = multiplier * vector;
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journey += Time.deltaTime;
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yield return null;
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}
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yield return null;
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}
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public static IEnumerator AnimateRotation(Transform targetTransform,
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Vector3 vector,
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float duration,
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AnimationCurve curveX,
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AnimationCurve curveY,
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AnimationCurve curveZ,
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float multiplier)
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{
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if (targetTransform == null)
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{
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yield break;
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}
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if ((curveX == null) || (curveY == null) || (curveZ == null))
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{
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yield break;
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}
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if (duration == 0f)
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{
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yield break;
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}
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float journey = 0f;
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while (journey < duration)
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{
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float percent = Mathf.Clamp01(journey / duration);
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vector.x = curveX.Evaluate(percent) * multiplier;
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vector.y = curveY.Evaluate(percent) * multiplier;
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vector.z = curveZ.Evaluate(percent) * multiplier;
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targetTransform.localEulerAngles = vector;
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journey += Time.deltaTime;
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yield return null;
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}
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yield return null;
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}
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}
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}
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