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54 lines
1.6 KiB
C#
54 lines
1.6 KiB
C#
using System;
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using UnityEngine;
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namespace Unity.BossRoom.Utils
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{
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/// <summary>
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/// Utility struct to linearly interpolate between two Quaternion values. Allows for flexible linear interpolations
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/// where current and target change over time.
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/// </summary>
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public struct RotationLerper
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{
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// Calculated start for the most recent interpolation
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Quaternion m_LerpStart;
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// Calculated time elapsed for the most recent interpolation
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float m_CurrentLerpTime;
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// The duration of the interpolation, in seconds
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float m_LerpTime;
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public RotationLerper(Quaternion start, float lerpTime)
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{
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m_LerpStart = start;
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m_CurrentLerpTime = 0f;
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m_LerpTime = lerpTime;
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}
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/// <summary>
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/// Linearly interpolate between two Quaternion values.
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/// </summary>
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/// <param name="current"> Start of the interpolation. </param>
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/// <param name="target"> End of the interpolation. </param>
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/// <returns> A Quaternion value between current and target. </returns>
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public Quaternion LerpRotation(Quaternion current, Quaternion target)
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{
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if (current != target)
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{
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m_LerpStart = current;
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m_CurrentLerpTime = 0f;
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}
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m_CurrentLerpTime += Time.deltaTime;
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if (m_CurrentLerpTime > m_LerpTime)
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{
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m_CurrentLerpTime = m_LerpTime;
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}
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var lerpPercentage = m_CurrentLerpTime / m_LerpTime;
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return Quaternion.Slerp(m_LerpStart, target, lerpPercentage);
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}
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}
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}
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