Full Code of kyubuns/AnimeRx for AI

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Repository: kyubuns/AnimeRx
Branch: master
Commit: 3fb7795a10de
Files: 160
Total size: 344.7 KB

Directory structure:
gitextract_a2yv7nxz/

├── .github/
│   └── FUNDING.yml
├── .gitignore
├── AnimeRx.sln.DotSettings
├── Assets/
│   ├── Development/
│   │   ├── Black.mat
│   │   ├── Black.mat.meta
│   │   ├── Development.cs
│   │   ├── Development.cs.meta
│   │   ├── Development.unity
│   │   └── Development.unity.meta
│   ├── Development.meta
│   ├── Editor/
│   │   ├── PackageExporter.cs
│   │   └── PackageExporter.cs.meta
│   ├── Editor.meta
│   ├── Plugins/
│   │   ├── AnimeRx/
│   │   │   ├── Animator/
│   │   │   │   ├── CompositeAnimator.cs
│   │   │   │   ├── CompositeAnimator.cs.meta
│   │   │   │   ├── Easing/
│   │   │   │   │   ├── Back.cs
│   │   │   │   │   ├── Back.cs.meta
│   │   │   │   │   ├── Bounce.cs
│   │   │   │   │   ├── Bounce.cs.meta
│   │   │   │   │   ├── Circ.cs
│   │   │   │   │   ├── Circ.cs.meta
│   │   │   │   │   ├── Const.cs
│   │   │   │   │   ├── Const.cs.meta
│   │   │   │   │   ├── Cubic.cs
│   │   │   │   │   ├── Cubic.cs.meta
│   │   │   │   │   ├── EasingAnimator.cs
│   │   │   │   │   ├── EasingAnimator.cs.meta
│   │   │   │   │   ├── Elastic.cs
│   │   │   │   │   ├── Elastic.cs.meta
│   │   │   │   │   ├── Expo.cs
│   │   │   │   │   ├── Expo.cs.meta
│   │   │   │   │   ├── IEasing.cs
│   │   │   │   │   ├── IEasing.cs.meta
│   │   │   │   │   ├── Linear.cs
│   │   │   │   │   ├── Linear.cs.meta
│   │   │   │   │   ├── Quad.cs
│   │   │   │   │   ├── Quad.cs.meta
│   │   │   │   │   ├── Quart.cs
│   │   │   │   │   ├── Quart.cs.meta
│   │   │   │   │   ├── Quint.cs
│   │   │   │   │   ├── Quint.cs.meta
│   │   │   │   │   ├── Sine.cs
│   │   │   │   │   └── Sine.cs.meta
│   │   │   │   ├── Easing.meta
│   │   │   │   ├── IAnimator.cs
│   │   │   │   ├── IAnimator.cs.meta
│   │   │   │   ├── Motion/
│   │   │   │   │   ├── Acceleration.cs
│   │   │   │   │   ├── Acceleration.cs.meta
│   │   │   │   │   ├── AnimationCurve.cs
│   │   │   │   │   ├── AnimationCurve.cs.meta
│   │   │   │   │   ├── Random.cs
│   │   │   │   │   ├── Random.cs.meta
│   │   │   │   │   ├── Uniform.cs
│   │   │   │   │   └── Uniform.cs.meta
│   │   │   │   ├── Motion.meta
│   │   │   │   ├── Velocity.cs
│   │   │   │   └── Velocity.cs.meta
│   │   │   ├── Animator.meta
│   │   │   ├── AnimeRx.asmdef
│   │   │   ├── AnimeRx.asmdef.meta
│   │   │   ├── Examples/
│   │   │   │   ├── AnimeRx_Examples.unity
│   │   │   │   ├── AnimeRx_Examples.unity.meta
│   │   │   │   ├── Examples.cs
│   │   │   │   ├── Examples.cs.meta
│   │   │   │   ├── ExamplesPlayer.cs
│   │   │   │   └── ExamplesPlayer.cs.meta
│   │   │   ├── Examples.meta
│   │   │   ├── Extension/
│   │   │   │   ├── GameObjectLocalPositionExtensions.cs
│   │   │   │   ├── GameObjectLocalPositionExtensions.cs.meta
│   │   │   │   ├── GameObjectLocalRotationExtensions.cs
│   │   │   │   ├── GameObjectLocalRotationExtensions.cs.meta
│   │   │   │   ├── GameObjectLocalScaleExtensions.cs
│   │   │   │   ├── GameObjectLocalScaleExtensions.cs.meta
│   │   │   │   ├── GameObjectPositionExtensions.cs
│   │   │   │   ├── GameObjectPositionExtensions.cs.meta
│   │   │   │   ├── GameObjectRotationExtensions.cs
│   │   │   │   ├── GameObjectRotationExtensions.cs.meta
│   │   │   │   ├── ObservableExtensions.cs
│   │   │   │   ├── ObservableExtensions.cs.meta
│   │   │   │   ├── TransformLocalPositionExtensions.cs
│   │   │   │   ├── TransformLocalPositionExtensions.cs.meta
│   │   │   │   ├── TransformLocalRotationExtensions.cs
│   │   │   │   ├── TransformLocalRotationExtensions.cs.meta
│   │   │   │   ├── TransformLocalScaleExtensions.cs
│   │   │   │   ├── TransformLocalScaleExtensions.cs.meta
│   │   │   │   ├── TransformPositionExtensions.cs
│   │   │   │   ├── TransformPositionExtensions.cs.meta
│   │   │   │   ├── TransformRotationExtensions.cs
│   │   │   │   ├── TransformRotationExtensions.cs.meta
│   │   │   │   ├── Vector1Extensions.cs
│   │   │   │   ├── Vector1Extensions.cs.meta
│   │   │   │   ├── Vector2Extensions.cs
│   │   │   │   ├── Vector2Extensions.cs.meta
│   │   │   │   ├── Vector3Extensions.cs
│   │   │   │   ├── Vector3Extensions.cs.meta
│   │   │   │   ├── Vector4Extensions.cs
│   │   │   │   └── Vector4Extensions.cs.meta
│   │   │   ├── Extension.meta
│   │   │   ├── LICENSE.txt
│   │   │   ├── LICENSE.txt.meta
│   │   │   ├── Player/
│   │   │   │   ├── Anime.cs
│   │   │   │   ├── Anime.cs.meta
│   │   │   │   ├── AnimeColor.cs
│   │   │   │   ├── AnimeColor.cs.meta
│   │   │   │   ├── AnimeVector1.cs
│   │   │   │   ├── AnimeVector1.cs.meta
│   │   │   │   ├── AnimeVector2.cs
│   │   │   │   ├── AnimeVector2.cs.meta
│   │   │   │   ├── AnimeVector3.cs
│   │   │   │   ├── AnimeVector3.cs.meta
│   │   │   │   ├── AnimeVector4.cs
│   │   │   │   ├── AnimeVector4.cs.meta
│   │   │   │   ├── Stay.cs
│   │   │   │   ├── Stay.cs.meta
│   │   │   │   ├── Stop.cs
│   │   │   │   └── Stop.cs.meta
│   │   │   ├── Player.meta
│   │   │   ├── README.txt
│   │   │   ├── README.txt.meta
│   │   │   ├── Rx/
│   │   │   │   ├── FromMicroCoroutineWithInitialValue.cs
│   │   │   │   └── FromMicroCoroutineWithInitialValue.cs.meta
│   │   │   ├── Rx.meta
│   │   │   ├── Scheduler/
│   │   │   │   ├── IScheduler.cs
│   │   │   │   ├── IScheduler.cs.meta
│   │   │   │   ├── TimeScheduler.cs
│   │   │   │   ├── TimeScheduler.cs.meta
│   │   │   │   ├── UnscaledTimeScheduler.cs
│   │   │   │   └── UnscaledTimeScheduler.cs.meta
│   │   │   ├── Scheduler.meta
│   │   │   ├── Version.txt
│   │   │   ├── Version.txt.meta
│   │   │   ├── package.json
│   │   │   └── package.json.meta
│   │   └── AnimeRx.meta
│   └── Plugins.meta
├── LICENSE
├── Packages/
│   ├── manifest.json
│   └── packages-lock.json
├── ProjectSettings/
│   ├── AudioManager.asset
│   ├── ClusterInputManager.asset
│   ├── DynamicsManager.asset
│   ├── EditorBuildSettings.asset
│   ├── EditorSettings.asset
│   ├── GraphicsSettings.asset
│   ├── InputManager.asset
│   ├── NavMeshAreas.asset
│   ├── NetworkManager.asset
│   ├── PackageManagerSettings.asset
│   ├── Physics2DSettings.asset
│   ├── PresetManager.asset
│   ├── ProjectSettings.asset
│   ├── ProjectVersion.txt
│   ├── QualitySettings.asset
│   ├── TagManager.asset
│   ├── TimeManager.asset
│   ├── UnityConnectSettings.asset
│   ├── VFXManager.asset
│   └── XRSettings.asset
├── README.md
└── Scripts/
    └── GenerateScript.sh

================================================
FILE CONTENTS
================================================

================================================
FILE: .github/FUNDING.yml
================================================
# These are supported funding model platforms

github: [kyubuns]
patreon: # Replace with a single Patreon username
open_collective: # Replace with a single Open Collective username
ko_fi: # Replace with a single Ko-fi username
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry
liberapay: # Replace with a single Liberapay username
issuehunt: # Replace with a single IssueHunt username
otechie: # Replace with a single Otechie username
custom: ['https://www.buymeacoffee.com/kyubuns']


================================================
FILE: .gitignore
================================================
[Ll]ibrary/
[Tt]emp/
[Oo]bj/
[Bb]uild/
[Bb]uilds/
[Ll]ogs/
Recordings/
Assets/AssetStoreTools*

# Visual Studio 2015 cache directory
/.vs/

# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb

# Unity3D generated meta files
*.pidb.meta
*.pdb.meta

# Unity3D Generated File On Crash Reports
sysinfo.txt

# Builds
*.apk
*.unitypackage

# Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio and Webstorm
# Reference: https://intellij-support.jetbrains.com/hc/en-us/articles/206544839

# User-specific stuff:
.idea/**/workspace.xml
.idea/**/tasks.xml
.idea/dictionaries

# Sensitive or high-churn files:
.idea/**/dataSources/
.idea/**/dataSources.ids
.idea/**/dataSources.xml
.idea/**/dataSources.local.xml
.idea/**/sqlDataSources.xml
.idea/**/dynamic.xml
.idea/**/uiDesigner.xml
.idea/**/contentModel.xml

# Gradle:
.idea/**/gradle.xml
.idea/**/libraries

# CMake
cmake-build-debug/

# Mongo Explorer plugin:
.idea/**/mongoSettings.xml

## File-based project format:
*.iws

## Plugin-specific files:

# IntelliJ
out/

# mpeltonen/sbt-idea plugin
.idea_modules/

# JIRA plugin
atlassian-ide-plugin.xml

# Cursive Clojure plugin
.idea/replstate.xml

# Crashlytics plugin (for Android Studio and IntelliJ)
com_crashlytics_export_strings.xml
crashlytics.properties
crashlytics-build.properties
fabric.properties

.idea


================================================
FILE: AnimeRx.sln.DotSettings
================================================
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================================================
FILE: Assets/Development/Development.cs
================================================
using System;
using System.Collections;
using UniRx;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
using Random = UnityEngine.Random;

namespace AnimeRx.Dev
{
    public class Development : MonoBehaviour
    {
        [SerializeField] private GameObject cube = default;
        [SerializeField] private GameObject cube2 = default;
        [SerializeField] private GameObject cube3 = default;
        [SerializeField] private GameObject sphere = default;
        [SerializeField] private GameObject sphere2 = default;
        [SerializeField] private AnimationCurve curve = default;
        [SerializeField] private Slider slider1 = default;
        [SerializeField] private Slider slider2 = default;

        public IEnumerator Start()
        {
            cube.transform.position = new Vector3(-5f, -1f, 0f);
            cube2.transform.position = new Vector3(-5f, 1f, 0f);
            cube3.transform.position = new Vector3(0f, 3f, 0f);

            // cube.SetActive(false);
            // cube2.SetActive(false);
            cube3.SetActive(false);
            sphere.SetActive(false);
            sphere2.SetActive(false);

            slider1.gameObject.SetActive(false);
            slider2.gameObject.SetActive(false);

            yield return new WaitForSeconds(0.5f);
            Shuffle();
            yield return null;
        }

        private void BugCheck()
        {
            Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), Motion.Uniform(4f))
                .PlayRelative(new Vector3(0f, 3f, 0f), Motion.Uniform(4f))
                .SubscribeToPosition(cube);
        }

        private class ShuffleAnimator : IAnimator
        {
            private readonly float duration;

            public ShuffleAnimator(float duration)
            {
                this.duration = duration;
            }

            public float CalcFinishTime(float distance)
            {
                return duration;
            }

            public float CalcPosition(float time, float distance)
            {
                return Random.Range(0f, 1f);
            }
        }

        private void Shuffle()
        {
            var shuffleX = Anime.Play(-1f, 1f, new ShuffleAnimator(3f));
            var shuffleY = Anime.Play(-1f, 1f, new ShuffleAnimator(3f));

            Observable.CombineLatest(shuffleX, shuffleY)
                .Select(x => new Vector3(x[0], x[1]))
                .SubscribeToPosition(cube);
        }

        private void Sample1()
        {
            Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), Motion.Uniform(4f))
                .StopRecording()
                .SubscribeToPosition(cube);
        }

        private void Sample2()
        {
            var animator = Motion.Uniform(5f);
            Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), animator)
                .Play(new Vector3(0f, 3f, 0f), animator)
                .StopRecording()
                .SubscribeToPosition(cube);
        }

        private void Sample3()
        {
            Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), Easing.OutQuad(2f))
                .StopRecording()
                .SubscribeToPosition(cube);
        }

        private void Sample4()
        {
            var positions = new[]
            {
                new Vector3(-5f, 0f, 0f),
                new Vector3(0f, 3f, 0f),
                new Vector3(5f, 0f, 0f),
                new Vector3(0f, -3f, 0f),
                new Vector3(-5f, 0f, 0f),
            };

            Anime.Play(positions, Easing.InOutSine(6f))
                .StopRecording()
                .SubscribeToPosition(cube);
        }

        private void Sample5()
        {
            var x = Anime.Play(-5f, 5f, Easing.InOutSine(3f));

            var y = Anime.Play(0f, 3f, Easing.InOutSine(1.5f))
                .Play(0f, Easing.InOutSine(1.5f));

            var z = Anime.Stay(0f);

            Observable.CombineLatest(x, y, z)
                .StopRecording()
                .SubscribeToPosition(cube);
        }

        private void Sample6()
        {
            cube.transform.position
                .Play(new Vector3(3f, 3f, 0f), Easing.OutBack(2f))
                .StopRecording()
                .SubscribeToPosition(cube);
        }

        private void Sample7()
        {
            Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f),
                    Easing.InOutSine(1f))
                .Play(new Vector3(-5f, 0f, 0f), Easing.InOutSine(1f))
                .Repeat()
                .SubscribeToPosition(cube);
        }

        private void Sample8()
        {
            Anime.Play(0f, Mathf.PI * 2f, Easing.OutCubic(3f))
                .Select(x => new Vector3(Mathf.Sin(x), Mathf.Cos(x), 0.0f))
                .Select(x => x * 3f)
                .StopRecording()
                .SubscribeToPosition(cube);
        }

        private void Sample9()
        {
            var leftCube1 = Anime
                .Play(new Vector3(-5f, 0f, 0f), new Vector3(-0.5f, 0f, 0f), Easing.Linear(2.5f))
                .DoToPosition(cube);

            var rightCube1 = Anime
                .Play(new Vector3(5f, 0f, 0f), new Vector3(0.5f, 0f, 0f), Easing.OutCubic(1f))
                .DoToPosition(cube2);

            var leftCube2 = Anime
                .Play(new Vector3(-0.5f, 0f, 0f), new Vector3(-0.5f, 3f, 0f),
                    Easing.OutCubic(1f))
                .DoToPosition(cube);

            var rightCube2 = Anime
                .Play(new Vector3(0.5f, 0f, 0f), new Vector3(0.5f, 3f, 0f),
                    Easing.OutCubic(1f))
                .DoToPosition(cube2);

            Observable.WhenAll(leftCube1, rightCube1)
                .ContinueWith(Observable.WhenAll(leftCube2, rightCube2))
                .StopRecording()
                .Subscribe();
        }

        private void Sample10()
        {
            Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(0f, 0f, 0f), Easing.OutExpo(2f))
                .Sleep(1f)
                .Play(new Vector3(5f, 0f, 0f), Easing.OutExpo(2f))
                .StopRecording()
                .SubscribeToPosition(cube);
        }

        private void Sample11()
        {
            Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), Motion.From(curve, 3f))
                .StopRecording()
                .SubscribeToPosition(cube);
        }

        private IEnumerator Sample12()
        {
            var hp = new ReactiveProperty<int>(100);
            var gauge = new ReactiveProperty<float>(100.0f);

            // HPゲージは、実際の値に1.5秒かけて追いつく
            hp
                .Select(x => Anime.Play(gauge.Value, x, Easing.OutSine(1.5f)))
                .Switch()
                .Subscribe(x => gauge.Value = x);

            gauge.Subscribe(x =>
            {
                // HPゲージの長さにする
                Debug.LogFormat("hp: {0}", x);
            });

            yield return new WaitForSeconds(1.0f);

            Debug.Log("ダメージを受けてHPが30に!");
            hp.Value = 30;

            yield return new WaitForSeconds(1.0f);

            Debug.Log("回復してHPが80に!");
            hp.Value = 80;
        }

        private void Sample13()
        {
            var hp = new ReactiveProperty<float>(1.0f);
            var gauge = new ReactiveProperty<float>(1.0f);

            slider1.OnValueChangedAsObservable().Subscribe(x => hp.Value = x);

            hp
                .Select(x => Anime.Play(gauge.Value, x, Easing.OutCubic(1f)))
                .Switch()
                .Subscribe(x => gauge.Value = x);

            gauge.Subscribe(x => { slider2.value = x; });

            Anime.Sleep(0f)
                .DoOnCompleted(() => slider1.value = 0.3f)
                .Sleep(1f)
                .DoOnCompleted(() => slider1.value = 0.8f)
                .Sleep(1f)
                .DoOnCompleted(() => slider1.value = 0.0f)
                .Sleep(0.5f)
                .DoOnCompleted(() => slider1.value = 1.0f)
                .Subscribe();
        }

        private void Sample14()
        {
            Anime.PlayRelative(new Vector3(-5f, 0.75f, 0f), new Vector3(5f, 0f, 0f),
                    Easing.InCubic(Velocity.FromPerSecond(2f)))
                .PlayRelative(new Vector3(5f, 0f, 0f), Easing.OutCubic(Velocity.FromPerSecond(2f)))
                .SubscribeToPosition(cube);

            Anime.PlayRelative(new Vector3(-5f, -0.75f, 0f), new Vector3(5f, 0f, 0f),
                    Easing.InCubic(Velocity.FromPerSecond(2f)))
                .PlayRelative(new Vector3(5f, 0f, 0f), Easing.OutCubic(Velocity.FromPerSecond(2f)))
                .SubscribeToPosition(cube2);
        }

        private void Sample15()
        {
            var circle = Anime.Play(0f, Mathf.PI * 2f * 6f, Easing.Linear(6f))
                .Select(x => new Vector3(Mathf.Sin(x), Mathf.Cos(x), 0.0f));

            var radius = Anime.Play(3f, 0f, Easing.InOutSine(3f))
                .Play(3f, Easing.InOutSine(3f));

            Observable.CombineLatest(
                    circle,
                    radius,
                    Tuple.Create
                )
                .Select(x => x.Item1 * x.Item2)
                .StopRecording()
                .SubscribeToPosition(cube);
        }

        private void Sample16()
        {
            Anime.PlayRelative(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f),
                    Easing.Linear(1f))
                .PlayRelative(new Vector3(5f, 0f, 0f), Easing.Linear(1f))
                .Do(x => Debug.LogFormat("cube1 {0} {1}", Time.time, x.x))
                .SubscribeToPosition(cube);

            Anime.PlayRelative(new Vector3(-5f, -1f, 0f), new Vector3(5f, 0f, 0f),
                    Easing.Linear(1f))
                .PlayRelative(new Vector3(5f, 0f, 0f), Easing.Linear(1f))
                .Do(x => Debug.LogFormat("cube2 {0} {1}", Time.time, x.x))
                .SubscribeToPosition(cube2);

            Observable.Interval(TimeSpan.FromSeconds(5f))
                .Subscribe(_ => Sample16());
        }

        private void Sample17()
        {
            var flow = Anime.Play(Easing.InOutExpo(2.5f))
                .Sleep(0.5f)
                .Play(1.0f, 0.0f, Easing.InOutExpo(2.5f));

            flow
                .Lerp(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f))
                .SubscribeToPosition(cube);

            flow
                .Range(0.0f, 0.5f)
                .Lerp(new Vector3(-5f, -1f, 0f), new Vector3(0f, -1f, 0f))
                .SubscribeToPosition(cube2);
        }

        private void Sample18()
        {
            var circle = Anime
                .Play(0f, Mathf.PI * 2f, Easing.OutCubic(3f))
                .Select(x => new Vector3(Mathf.Sin(x), Mathf.Cos(x), 0.0f))
                .Select(x => x * 3f);

            circle
                .SubscribeToPosition(cube);

            circle
                .Delay(TimeSpan.FromSeconds(0.3f))
                .SubscribeToPosition(cube2);

            circle
                .Delay(TimeSpan.FromSeconds(0.55f))
                .SubscribeToPosition(cube3);
        }

        private void Sample19()
        {
            Anime.Play(new Vector3(0f, 0f, 0f), new Vector3(3f, 0f, 0f), new Sample19Animator())
                .PlayRelative(new Vector3(0f, 3f, 0f), Easing.Linear(1f))
                .SubscribeToPosition(cube);
        }

        public class Sample19Animator : IAnimator
        {
            public float CalcFinishTime(float distance)
            {
                return 3.0f;
            }

            public float CalcPosition(float time, float distance)
            {
                return 0.0f;
            }
        }

        public void Sample20()
        {
            var circle = Anime
                .Play(Mathf.PI, Mathf.PI * 2f * 3f, Easing.InOutSine(3f))
                .Select(x => new Vector3(Mathf.Sin(x), Mathf.Cos(x), 0f));

            var straight = Anime
                .Play(-3f, 3f, Easing.InOutSine(3f))
                .Select(x => new Vector3(0f, x, 0f));

            Observable.CombineLatest(circle, straight)
                .Sum()
                .StopRecording()
                .SubscribeToPosition(cube);
        }

        public void Sample21()
        {
            var x = Anime.Play(1.0f, 0.5f, Easing.InOutSine(1f))
                .Play(1.0f, Easing.OutElastic(0.8f));

            var y = Anime.Play(1.0f, 1.2f, Easing.InOutSine(1f))
                .Play(1.0f, Easing.OutElastic(0.8f));

            Observable.CombineLatest(x, y)
                .Select(s => new Vector3(s[0], s[1], 1f))
                .SubscribeToLocalScale(sphere);
        }

        public void Sample22()
        {
            Anime.Play(7.5f, 3f, Easing.OutElastic(1f))
                .SubscribeToPositionY(sphere2);
        }

        public void Sample23()
        {
            /*
            Anime.Shake(new Vector3(3f, 3f, 0f), Shaker.Simple(1f))ssss
                .SubscribeToPosition(sphere2);
            */
        }

        public void Sample24()
        {
            Anime.PlayInOut(-5f, -2f, 2f, 5f, Easing.InCubic(1f), Easing.OutCubic(1f))
                .StopRecording()
                .SubscribeToPositionX(cube);
        }

        public void Sample25()
        {
            Anime.PlayInOut(-5f, -2f, 2f, 5f, Easing.InCubic(1.5f), Easing.OutCubic(1.5f))
                .StopRecording()
                .DoOnCompleted(() => Debug.LogFormat("{0} Complete", Time.time))
                .SubscribeToPositionX(cube);

            Anime.PlayInOut(-5f, -2f, 0f, 3f, Easing.InCubic(1.5f), Easing.OutCubic(1.5f))
                .DoOnCompleted(() => Debug.LogFormat("{0} Complete", Time.time))
                .SubscribeToPositionX(cube2);
        }

        public void Sample26()
        {
            Anime.PlayInOut(-5f, -2f, 2f, 5f, Easing.InCubic(1f), Easing.OutCubic(5f))
                .StopRecording()
                .SubscribeToPositionX(cube);
        }

        public void Update()
        {
            // Debug.LogFormat("update {0} {1} {2}", Time.time, cube.transform.position.x, cube2.transform.position.x);
        }
    }

    public static class Util
    {
        public static IObservable<T> StopRecording<T>(this IObservable<T> source)
        {
            return source.DoOnCompleted(() =>
            {
                Observable.Timer(TimeSpan.FromSeconds(0.5f)).Subscribe(x => EditorApplication.isPlaying = false);
            });
        }

        public static IObservable<T> StopRecordingSoon<T>(this IObservable<T> source)
        {
            return source.DoOnCompleted(() =>
            {
                EditorApplication.isPlaying = false;
            });
        }
    }
}


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================================================
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FILE: Assets/Development.meta
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  userData: 
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================================================
FILE: Assets/Editor/PackageExporter.cs
================================================
using System.IO;
using UnityEditor;
using UnityEngine;

namespace Development
{
    public static class PackageExporter
    {
        [MenuItem("Dev/Export Package")]
        public static void Export()
        {
            var directories = new[]
            {
                "Assets/Plugins/AnimeRx",
            };
            var outputPath = Path.Combine(Path.GetDirectoryName(Application.dataPath), "AnimeRx.unitypackage");

            AssetDatabase.ExportPackage(directories, outputPath, ExportPackageOptions.Recurse);

            Debug.LogFormat("ExportPackage {0}", outputPath);
        }
    }
}


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================================================
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FILE: Assets/Editor.meta
================================================
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================================================
FILE: Assets/Plugins/AnimeRx/Animator/CompositeAnimator.cs
================================================
using System;
using UniRx;

namespace AnimeRx
{
    public class CompositeAnimator : IAnimator
    {
        private readonly Tuple<IAnimator, float>[] animators;
        private readonly float[] times;
        private readonly float totalDistance;

        public CompositeAnimator(Tuple<IAnimator, float>[] animators)
        {
            this.animators = animators;

            times = new float[animators.Length];
            for (var i = 0; i < animators.Length; ++i)
            {
                totalDistance += animators[i].Item2;
                times[i] = animators[i].Item1.CalcFinishTime(animators[i].Item2);
            }
        }

        public float CalcFinishTime(float distance)
        {
            var total = 0.0f;
            for (var i = 0; i < animators.Length; ++i)
            {
                total += times[i];
            }
            return total;
        }

        public float CalcPosition(float time, float distance)
        {
            var i = 0;
            var calcedDistance = 0.0f;
            for (; i < animators.Length - 1; ++i)
            {
                if (times[i] < time)
                {
                    time -= times[i];
                    calcedDistance += animators[i].Item2;
                    continue;
                }

                break;
            }

            return (animators[i].Item1.CalcPosition(time, animators[i].Item2) * animators[i].Item2 + calcedDistance) / totalDistance;
        }
    }
}


================================================
FILE: Assets/Plugins/AnimeRx/Animator/CompositeAnimator.cs.meta
================================================
fileFormatVersion: 2
guid: ac9b190cfb664a0299df2bea326d0b75
timeCreated: 1518320145

================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Back.cs
================================================
using System;
using UnityEngine;

namespace AnimeRx
{
    public static partial class Easing
    {
        public static IAnimator InBack(float duration)
        {
            return new EasingDurationAnimator(duration, new InBackEasing());
        }

        public static IAnimator OutBack(float duration)
        {
            return new EasingDurationAnimator(duration, new OutBackEasing());
        }

        public static IAnimator InOutBack(float duration)
        {
            return new EasingDurationAnimator(duration, new InOutBackEasing());
        }

        public static IAnimator InBack(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new InBackEasing());
        }

        public static IAnimator OutBack(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new OutBackEasing());
        }

        public static IAnimator InOutBack(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new InOutBackEasing());
        }

        private class InBackEasing : IEasing
        {
            public float Function(float v)
            {
                return v * v * v - v * Mathf.Sin(v * Pi);
            }
        }

        private class OutBackEasing : IEasing
        {
            public float Function(float v)
            {
                var f = (1f - v);
                return 1f - (f * f * f - f * Mathf.Sin(f * Pi));
            }
        }

        private class InOutBackEasing : IEasing
        {
            public float Function(float v)
            {
                if (v < 0.5f)
                {
                    var f = 2f * v;
                    return 0.5f * (f * f * f - f * Mathf.Sin(f * Pi));
                }
                else
                {
                    var f = (1 - (2 * v - 1));
                    return 0.5f * (1f - (f * f * f - f * Mathf.Sin(f * Pi))) + 0.5f;
                }
            }
        }
    }
}


================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Back.cs.meta
================================================
fileFormatVersion: 2
guid: 8f189568bd1846569d12de9eb9fa9dc7
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================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Bounce.cs
================================================
using System;

namespace AnimeRx
{
    public static partial class Easing
    {
        public static IAnimator InBounce(float duration)
        {
            return new EasingDurationAnimator(duration, new InBounceEasing());
        }

        public static IAnimator OutBounce(float duration)
        {
            return new EasingDurationAnimator(duration, new OutBounceEasing());
        }

        public static IAnimator InOutBounce(float duration)
        {
            return new EasingDurationAnimator(duration, new InOutBounceEasing());
        }

        public static IAnimator InBounce(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new InBounceEasing());
        }

        public static IAnimator OutBounce(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new OutBounceEasing());
        }

        public static IAnimator InOutBounce(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new InOutBounceEasing());
        }

        private class InBounceEasing : IEasing
        {
            public float Function(float v)
            {
                return Bounce(v);
            }

            public static float Bounce(float v)
            {
                return 1 - OutBounceEasing.Bounce(1 - v);
            }
        }

        private class OutBounceEasing : IEasing
        {
            public float Function(float v)
            {
                return Bounce(v);
            }

            public static float Bounce(float v)
            {
                if (v < 4f / 11.0f)
                {
                    return (121f * v * v) / 16.0f;
                }
                else if (v < 8f / 11.0f)
                {
                    return (363f / 40.0f * v * v) - (99f / 10.0f * v) + 17f / 5.0f;
                }
                else if (v < 9f / 10.0f)
                {
                    return (4356f / 361.0f * v * v) - (35442f / 1805.0f * v) + 16061f / 1805.0f;
                }
                else
                {
                    return (54f / 5.0f * v * v) - (513f / 25.0f * v) + 268f / 25.0f;
                }
            }
        }

        private class InOutBounceEasing : IEasing
        {
            public float Function(float v)
            {
                if (v < 0.5f)
                {
                    return 0.5f * InBounceEasing.Bounce(v * 2f);
                }
                else
                {
                    return 0.5f * OutBounceEasing.Bounce(v * 2f - 1f) + 0.5f;
                }
            }
        }
    }
}


================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Bounce.cs.meta
================================================
fileFormatVersion: 2
guid: 86aecea83d0f4571b242ded3a75e7b77
timeCreated: 1517750440

================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Circ.cs
================================================
using System;
using UnityEngine;

namespace AnimeRx
{
    public static partial class Easing
    {
        public static IAnimator InCirc(float duration)
        {
            return new EasingDurationAnimator(duration, new InCircEasing());
        }

        public static IAnimator OutCirc(float duration)
        {
            return new EasingDurationAnimator(duration, new OutCircEasing());
        }

        public static IAnimator InOutCirc(float duration)
        {
            return new EasingDurationAnimator(duration, new InOutCircEasing());
        }

        public static IAnimator InCirc(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new InCircEasing());
        }

        public static IAnimator OutCirc(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new OutCircEasing());
        }

        public static IAnimator InOutCirc(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new InOutCircEasing());
        }

        private class InCircEasing : IEasing
        {
            public float Function(float v)
            {
                return 1f - Mathf.Sqrt(1f - (v * v));
            }
        }

        private class OutCircEasing : IEasing
        {
            public float Function(float v)
            {
                return Mathf.Sqrt((2f - v) * v);
            }
        }

        private class InOutCircEasing : IEasing
        {
            public float Function(float v)
            {
                if (v < 0.5f)
                {
                    return 0.5f * (1 - Mathf.Sqrt(1f - 4f * (v * v)));
                }
                else
                {
                    return 0.5f * (Mathf.Sqrt(-((2f * v) - 3f) * ((2f * v) - 1f)) + 1f);
                }
            }
        }
    }
}


================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Circ.cs.meta
================================================
fileFormatVersion: 2
guid: 9d2234ed8866415e94bd651a89436fcd
timeCreated: 1517750123

================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Const.cs
================================================
using UnityEngine;

namespace AnimeRx
{
    public static partial class Easing
    {
        private const float Pi = Mathf.PI;
        private const float HalfPi = Mathf.PI / 2.0f;
    }
}


================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Const.cs.meta
================================================
fileFormatVersion: 2
guid: d7d8a093ca7f4379be95d058775c79b6
timeCreated: 1517749169

================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Cubic.cs
================================================
using System;

namespace AnimeRx
{
    public static partial class Easing
    {
        public static IAnimator InCubic(float duration)
        {
            return new EasingDurationAnimator(duration, new InCubicEasing());
        }

        public static IAnimator OutCubic(float duration)
        {
            return new EasingDurationAnimator(duration, new OutCubicEasing());
        }

        public static IAnimator InOutCubic(float duration)
        {
            return new EasingDurationAnimator(duration, new InOutCubicEasing());
        }

        public static IAnimator InCubic(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new InCubicEasing());
        }

        public static IAnimator OutCubic(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new OutCubicEasing());
        }

        public static IAnimator InOutCubic(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new InOutCubicEasing());
        }

        private class InCubicEasing : IEasing
        {
            public float Function(float v)
            {
                return v * v * v;
            }
        }

        private class OutCubicEasing : IEasing
        {
            public float Function(float v)
            {
                var f = (v - 1f);
                return f * f * f + 1f;
            }
        }

        private class InOutCubicEasing : IEasing
        {
            public float Function(float v)
            {
                if (v < 0.5f)
                {
                    return 4f * v * v * v;
                }
                else
                {
                    var f = ((2f * v) - 2f);
                    return 0.5f * f * f * f + 1f;
                }
            }
        }
    }
}


================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Cubic.cs.meta
================================================
fileFormatVersion: 2
guid: ed77625cc6574b0f84972eb3896d3975
timeCreated: 1517749358

================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/EasingAnimator.cs
================================================
using UnityEngine;

namespace AnimeRx
{
    public static partial class Easing
    {
        private class EasingDurationAnimator : IAnimator
        {
            private readonly float duration;
            private readonly IEasing easing;

            public EasingDurationAnimator(float duration, IEasing easing)
            {
                this.duration = Mathf.Max(duration, Mathf.Epsilon);
                this.easing = easing;
            }

            public float CalcFinishTime(float distance)
            {
                return duration;
            }

            public float CalcPosition(float time, float distance)
            {
                return easing.Function(Mathf.Clamp01(time / duration));
            }
        }

        private class EasingVelocityAnimator : IAnimator
        {
            private readonly float velocity;
            private readonly IEasing easing;

            public EasingVelocityAnimator(Velocity velocity, IEasing easing)
            {
                this.velocity = (float) velocity.PerSecond;
                this.easing = easing;
            }

            public float CalcFinishTime(float distance)
            {
                return distance / velocity;
            }

            public float CalcPosition(float time, float distance)
            {
                return easing.Function(Mathf.Clamp01(time / CalcFinishTime(distance)));
            }
        }
    }
}


================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/EasingAnimator.cs.meta
================================================
fileFormatVersion: 2
guid: a930aaead775469db365fad3c5e383dc
timeCreated: 1517748989

================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Elastic.cs
================================================
using System;
using UnityEngine;

namespace AnimeRx
{
    public static partial class Easing
    {
        public static IAnimator InElastic(float duration)
        {
            return new EasingDurationAnimator(duration, new InElasticEasing());
        }

        public static IAnimator OutElastic(float duration)
        {
            return new EasingDurationAnimator(duration, new OutElasticEasing());
        }

        public static IAnimator InOutElastic(float duration)
        {
            return new EasingDurationAnimator(duration, new InOutElasticEasing());
        }

        public static IAnimator InElastic(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new InElasticEasing());
        }

        public static IAnimator OutElastic(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new OutElasticEasing());
        }

        public static IAnimator InOutElastic(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new InOutElasticEasing());
        }

        private class InElasticEasing : IEasing
        {
            public float Function(float v)
            {
                return Mathf.Sin(13 * HalfPi * v) * Mathf.Pow(2f, 10f * (v - 1f));
            }
        }

        private class OutElasticEasing : IEasing
        {
            public float Function(float v)
            {
                return Mathf.Sin(-13 * HalfPi * (v + 1)) * Mathf.Pow(2f, -10f * v) + 1f;
            }
        }

        private class InOutElasticEasing : IEasing
        {
            public float Function(float v)
            {
                if (v < 0.5f)
                {
                    return 0.5f * Mathf.Sin(13f * HalfPi * (2f * v)) * Mathf.Pow(2f, 10f * ((2f * v) - 1f));
                }
                else
                {
                    return 0.5f * (Mathf.Sin(-13f * HalfPi * ((2f * v - 1f) + 1f)) * Mathf.Pow(2f, -10f * (2f * v - 1f)) + 2f);
                }
            }
        }
    }
}


================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Elastic.cs.meta
================================================
fileFormatVersion: 2
guid: f77871171955473087508eda9f8f861f
timeCreated: 1517750314

================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Expo.cs
================================================
using System;
using UnityEngine;

namespace AnimeRx
{
    public static partial class Easing
    {
        public static IAnimator InExpo(float duration)
        {
            return new EasingDurationAnimator(duration, new InExpoEasing());
        }

        public static IAnimator OutExpo(float duration)
        {
            return new EasingDurationAnimator(duration, new OutExpoEasing());
        }

        public static IAnimator InOutExpo(float duration)
        {
            return new EasingDurationAnimator(duration, new InOutExpoEasing());
        }

        public static IAnimator InExpo(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new InExpoEasing());
        }

        public static IAnimator OutExpo(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new OutExpoEasing());
        }

        public static IAnimator InOutExpo(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new InOutExpoEasing());
        }

        private class InExpoEasing : IEasing
        {
            public float Function(float v)
            {
                return Mathf.Approximately(0.0f, v) ? v : Mathf.Pow(2f, 10f * (v - 1f));
            }
        }

        private class OutExpoEasing : IEasing
        {
            public float Function(float v)
            {
                return Mathf.Approximately(1.0f, v) ? v : 1f - Mathf.Pow(2f, -10f * v);
            }
        }

        private class InOutExpoEasing : IEasing
        {
            public float Function(float v)
            {
                if (Mathf.Approximately(0.0f, v) || Mathf.Approximately(1.0f, v)) return v;

                if (v < 0.5f)
                {
                    return 0.5f * Mathf.Pow(2f, (20f * v) - 10f);
                }
                else
                {
                    return -0.5f * Mathf.Pow(2f, (-20f * v) + 10f) + 1f;
                }
            }
        }
    }
}


================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Expo.cs.meta
================================================
fileFormatVersion: 2
guid: 50fabab01e984d9895147290ee3b57c7
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================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/IEasing.cs
================================================
namespace AnimeRx
{
    public static partial class Easing
    {
        private interface IEasing
        {
            float Function(float v);
        }
    }
}


================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/IEasing.cs.meta
================================================
fileFormatVersion: 2
guid: c8e70ad9b89642d0a00ce32fc8150117
timeCreated: 1517749001

================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Linear.cs
================================================
using System;

namespace AnimeRx
{
    public static partial class Easing
    {
        public static IAnimator Linear(float duration)
        {
            return new EasingDurationAnimator(duration, new LinearEasing());
        }

        public static IAnimator Linear(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new LinearEasing());
        }

        private class LinearEasing : IEasing
        {
            public float Function(float v)
            {
                return v;
            }
        }
    }
}


================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Linear.cs.meta
================================================
fileFormatVersion: 2
guid: 6a11573e2995485ba5dba715b77ea180
timeCreated: 1517739211

================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Quad.cs
================================================
using System;

namespace AnimeRx
{
    public static partial class Easing
    {
        public static IAnimator InQuad(float duration)
        {
            return new EasingDurationAnimator(duration, new InQuadEasing());
        }

        public static IAnimator OutQuad(float duration)
        {
            return new EasingDurationAnimator(duration, new OutQuadEasing());
        }

        public static IAnimator InOutQuad(float duration)
        {
            return new EasingDurationAnimator(duration, new InOutQuadEasing());
        }

        public static IAnimator InQuad(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new InQuadEasing());
        }

        public static IAnimator OutQuad(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new OutQuadEasing());
        }

        public static IAnimator InOutQuad(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new InOutQuadEasing());
        }

        private class InQuadEasing : IEasing
        {
            public float Function(float v)
            {
                return v * v;
            }
        }

        private class OutQuadEasing : IEasing
        {
            public float Function(float v)
            {
                return -(v * (v - 2f));
            }
        }

        private class InOutQuadEasing : IEasing
        {
            public float Function(float v)
            {
                if (v < 0.5f)
                {
                    return 2f * v * v;
                }
                else
                {
                    return -2f * v * v + 4f * v - 1f;
                }
            }
        }
    }
}


================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Quad.cs.meta
================================================
fileFormatVersion: 2
guid: bcbf6918670a4b5d8c7fce9fcf799796
timeCreated: 1517749261

================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Quart.cs
================================================
using System;

namespace AnimeRx
{
    public static partial class Easing
    {
        public static IAnimator InQuart(float duration)
        {
            return new EasingDurationAnimator(duration, new InQuartEasing());
        }

        public static IAnimator OutQuart(float duration)
        {
            return new EasingDurationAnimator(duration, new OutQuartEasing());
        }

        public static IAnimator InOutQuart(float duration)
        {
            return new EasingDurationAnimator(duration, new InOutQuartEasing());
        }

        public static IAnimator InQuart(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new InQuartEasing());
        }

        public static IAnimator OutQuart(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new OutQuartEasing());
        }

        public static IAnimator InOutQuart(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new InOutQuartEasing());
        }

        private class InQuartEasing : IEasing
        {
            public float Function(float v)
            {
                return v * v * v * v;
            }
        }

        private class OutQuartEasing : IEasing
        {
            public float Function(float v)
            {
                var f = (v - 1f);
                return f * f * f * (1f - v) + 1f;
            }
        }

        private class InOutQuartEasing : IEasing
        {
            public float Function(float v)
            {
                if (v < 0.5f)
                {
                    return 8f * v * v * v * v;
                }
                else
                {
                    var f = ((2f * v) - 2f);
                    return 0.5f * f * f * f * f + 1f;
                }
            }
        }
    }
}


================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Quart.cs.meta
================================================
fileFormatVersion: 2
guid: 6a9636b14c89497eb27e3a5c7821ba81
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================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Quint.cs
================================================
using System;

namespace AnimeRx
{
    public static partial class Easing
    {
        public static IAnimator InQuint(float duration)
        {
            return new EasingDurationAnimator(duration, new InQuintEasing());
        }

        public static IAnimator OutQuint(float duration)
        {
            return new EasingDurationAnimator(duration, new OutQuintEasing());
        }

        public static IAnimator InOutQuint(float duration)
        {
            return new EasingDurationAnimator(duration, new InOutQuintEasing());
        }

        public static IAnimator InQuint(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new InQuintEasing());
        }

        public static IAnimator OutQuint(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new OutQuintEasing());
        }

        public static IAnimator InOutQuint(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new InOutQuintEasing());
        }

        private class InQuintEasing : IEasing
        {
            public float Function(float v)
            {
                return v * v * v * v * v;
            }
        }

        private class OutQuintEasing : IEasing
        {
            public float Function(float v)
            {
                var f = (v - 1f);
                return f * f * f * f * f + 1f;
            }
        }

        private class InOutQuintEasing : IEasing
        {
            public float Function(float v)
            {
                if (v < 0.5f)
                {
                    return 16f * v * v * v * v * v;
                }
                else
                {
                    var f = ((2f * v) - 2f);
                    return 0.5f * f * f * f * f * f + 1f;
                }
            }
        }
    }
}


================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Quint.cs.meta
================================================
fileFormatVersion: 2
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================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Sine.cs
================================================
using System;
using UnityEngine;

namespace AnimeRx
{
    public static partial class Easing
    {
        public static IAnimator InSine(float duration)
        {
            return new EasingDurationAnimator(duration, new InSineEasing());
        }

        public static IAnimator OutSine(float duration)
        {
            return new EasingDurationAnimator(duration, new OutSineEasing());
        }

        public static IAnimator InOutSine(float duration)
        {
            return new EasingDurationAnimator(duration, new InOutSineEasing());
        }

        public static IAnimator InSine(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new InSineEasing());
        }

        public static IAnimator OutSine(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new OutSineEasing());
        }

        public static IAnimator InOutSine(Velocity velocity)
        {
            return new EasingVelocityAnimator(velocity, new InOutSineEasing());
        }

        private class InSineEasing : IEasing
        {
            public float Function(float v)
            {
                return Mathf.Sin((v - 1f) * HalfPi) + 1f;
            }
        }

        private class OutSineEasing : IEasing
        {
            public float Function(float v)
            {
                return Mathf.Sin(v * HalfPi);
            }
        }

        private class InOutSineEasing : IEasing
        {
            public float Function(float v)
            {
                return 0.5f * (1f - Mathf.Cos(v * Pi));
            }
        }
    }
}


================================================
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================================================
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================================================
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================================================
FILE: Assets/Plugins/AnimeRx/Animator/IAnimator.cs
================================================
namespace AnimeRx
{
    public interface IAnimator
    {
        float CalcFinishTime(float distance);
        float CalcPosition(float time, float distance);
    }

    public static class AnimatorExtensions
    {
        public static Velocity CalcFinishVelocity(this IAnimator animator, float distance)
        {
            var finishTime = animator.CalcFinishTime(distance);
            var pos1 = animator.CalcPosition(finishTime - (float) Anime.TimeDelta, distance);
            var pos2 = animator.CalcPosition(finishTime, distance);
            return Velocity.FromPerSecond((pos2 - pos1) * distance / Anime.TimeDelta);
        }

        public static Velocity CalcStartVelocity(this IAnimator animator, float distance)
        {
            var pos1 = animator.CalcPosition(0.0f, distance);
            var pos2 = animator.CalcPosition((float) Anime.TimeDelta, distance);
            return Velocity.FromPerSecond((pos2 - pos1) * distance / Anime.TimeDelta);
        }
    }
}


================================================
FILE: Assets/Plugins/AnimeRx/Animator/IAnimator.cs.meta
================================================
fileFormatVersion: 2
guid: b9c9a8518b62469194f1b4164e3fa539
timeCreated: 1517736724

================================================
FILE: Assets/Plugins/AnimeRx/Animator/Motion/Acceleration.cs
================================================
using UnityEngine;

namespace AnimeRx
{
    public static partial class Motion
    {
        public static IAnimator Acceleration(float acceleration)
        {
            return Acceleration(acceleration, 0.0f);
        }

        public static IAnimator Acceleration(float acceleration, float velocityStart)
        {
            return new AccelerationAnimator(acceleration, velocityStart);
        }

        private class AccelerationAnimator : IAnimator
        {
            private readonly float acceleration;
            private readonly float velocityStart;

            public AccelerationAnimator(float acceleration, float velocityStart)
            {
                this.acceleration = acceleration;
                this.velocityStart = velocityStart;
            }

            public float CalcFinishTime(float distance)
            {
                var d = Mathf.Sqrt(velocityStart * velocityStart + 2f * acceleration * distance);
                return (-velocityStart + d) / acceleration;
            }

            public float CalcPosition(float time, float distance)
            {
                return Mathf.Clamp01((velocityStart * time + 0.5f * acceleration * time * time) / distance);
            }
        }
    }
}


================================================
FILE: Assets/Plugins/AnimeRx/Animator/Motion/Acceleration.cs.meta
================================================
fileFormatVersion: 2
guid: 1f1df64d1905445db282aaf313791db5
timeCreated: 1517753775

================================================
FILE: Assets/Plugins/AnimeRx/Animator/Motion/AnimationCurve.cs
================================================
using UnityEngine;

namespace AnimeRx
{
    public static partial class Motion
    {
        public static IAnimator From(AnimationCurve curve, float duration)
        {
            return new AnimationCurveTimeAnimator(curve, duration);
        }

        private class AnimationCurveVelocityAnimator : IAnimator
        {
            private readonly AnimationCurve curve;
            private readonly float velocity;

            public AnimationCurveVelocityAnimator(AnimationCurve curve, float velocity)
            {
                this.curve = curve;
                this.velocity = velocity;
            }

            public float CalcFinishTime(float distance)
            {
                return curve.keys[curve.keys.Length - 1].time / velocity;
            }

            public float CalcPosition(float time, float distance)
            {
                return curve.Evaluate(time / CalcFinishTime(distance));
            }
        }

        private class AnimationCurveTimeAnimator : IAnimator
        {
            private readonly AnimationCurve curve;
            private readonly float duration;

            public AnimationCurveTimeAnimator(AnimationCurve curve, float duration)
            {
                this.curve = curve;
                this.duration = duration;
            }

            public float CalcFinishTime(float distance)
            {
                return duration;
            }

            public float CalcPosition(float time, float distance)
            {
                return curve.Evaluate(time / duration);
            }
        }
    }
}


================================================
FILE: Assets/Plugins/AnimeRx/Animator/Motion/AnimationCurve.cs.meta
================================================
fileFormatVersion: 2
guid: 547343b3a920478bab90128509fb6a70
timeCreated: 1517793741

================================================
FILE: Assets/Plugins/AnimeRx/Animator/Motion/Random.cs
================================================
using UnityEngine;

namespace AnimeRx
{
    public static partial class Motion
    {
        public static IAnimator Random(float duration, float min, float max)
        {
            return new RandomDurationAnimator(duration, min, max);
        }

        private class RandomDurationAnimator : IAnimator
        {
            private readonly float duration;
            private readonly float min;
            private readonly float max;

            public RandomDurationAnimator(float duration, float min, float max)
            {
                this.duration = duration;
                this.min = min;
                this.max = max;
            }

            public float CalcFinishTime(float distance)
            {
                return duration;
            }

            public float CalcPosition(float time, float distance)
            {
                if (Mathf.Approximately(time, duration))
                {
                    return 0.0f;
                }

                return UnityEngine.Random.Range(min, max);
            }
        }
    }
}


================================================
FILE: Assets/Plugins/AnimeRx/Animator/Motion/Random.cs.meta
================================================
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================================================
FILE: Assets/Plugins/AnimeRx/Animator/Motion/Uniform.cs
================================================
using UnityEngine;

namespace AnimeRx
{
    public static partial class Motion
    {
        public static IAnimator Uniform(float velocity)
        {
            return new UniformAnimator(velocity);
        }

        private class UniformAnimator : IAnimator
        {
            private readonly float velocity;

            public UniformAnimator(float velocity)
            {
                this.velocity = velocity;
            }

            public float CalcFinishTime(float distance)
            {
                return distance / velocity;
            }

            public float CalcPosition(float time, float distance)
            {
                if (Mathf.Approximately(distance, 0.0f)) return 1f;
                return Mathf.Clamp01(time / CalcFinishTime(distance));
            }
        }
    }
}


================================================
FILE: Assets/Plugins/AnimeRx/Animator/Motion/Uniform.cs.meta
================================================
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================================================
FILE: Assets/Plugins/AnimeRx/Animator/Velocity.cs
================================================
namespace AnimeRx
{
    public struct Velocity
    {
        private readonly double perSecond;

        private Velocity(double perSecond)
        {
            this.perSecond = perSecond;
        }

        public static Velocity FromPerSecond(double value)
        {
            return new Velocity(value);
        }

        public double PerSecond
        {
            get { return perSecond; }
        }
    }
}


================================================
FILE: Assets/Plugins/AnimeRx/Animator/Velocity.cs.meta
================================================
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================================================
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================================================
FILE: Assets/Plugins/AnimeRx/Examples/AnimeRx_Examples.unity.meta
================================================
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================================================
FILE: Assets/Plugins/AnimeRx/Examples/Examples.cs
================================================
using UniRx;
using UnityEngine;

namespace AnimeRx.Development
{
    public class Examples : MonoBehaviour
    {
        private CompositeDisposable animatingDisposable = new CompositeDisposable();

        public static readonly string[] Samples = {
            "1: Linear",
            "2: Easing",
            "3: Sleep",
            "4: Combine",
            "5: Path",
            "6: Easing to Linear",
            "7: Random",
        };

        public void Initialize()
        {
            animatingDisposable.Dispose();
            animatingDisposable = new CompositeDisposable();
        }

        public void Sample1()
        {
            var cube1 = CreatePrimitiveCube();

            Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), Motion.Uniform(5f))
                .SubscribeToPosition(cube1)
                .AddTo(cube1);
        }

        public void Sample2()
        {
            var cube1 = CreatePrimitiveCube();

            Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), Easing.InOutQuad(3f))
                .SubscribeToPosition(cube1)
                .AddTo(cube1);
        }

        public void Sample3()
       
Download .txt
gitextract_a2yv7nxz/

├── .github/
│   └── FUNDING.yml
├── .gitignore
├── AnimeRx.sln.DotSettings
├── Assets/
│   ├── Development/
│   │   ├── Black.mat
│   │   ├── Black.mat.meta
│   │   ├── Development.cs
│   │   ├── Development.cs.meta
│   │   ├── Development.unity
│   │   └── Development.unity.meta
│   ├── Development.meta
│   ├── Editor/
│   │   ├── PackageExporter.cs
│   │   └── PackageExporter.cs.meta
│   ├── Editor.meta
│   ├── Plugins/
│   │   ├── AnimeRx/
│   │   │   ├── Animator/
│   │   │   │   ├── CompositeAnimator.cs
│   │   │   │   ├── CompositeAnimator.cs.meta
│   │   │   │   ├── Easing/
│   │   │   │   │   ├── Back.cs
│   │   │   │   │   ├── Back.cs.meta
│   │   │   │   │   ├── Bounce.cs
│   │   │   │   │   ├── Bounce.cs.meta
│   │   │   │   │   ├── Circ.cs
│   │   │   │   │   ├── Circ.cs.meta
│   │   │   │   │   ├── Const.cs
│   │   │   │   │   ├── Const.cs.meta
│   │   │   │   │   ├── Cubic.cs
│   │   │   │   │   ├── Cubic.cs.meta
│   │   │   │   │   ├── EasingAnimator.cs
│   │   │   │   │   ├── EasingAnimator.cs.meta
│   │   │   │   │   ├── Elastic.cs
│   │   │   │   │   ├── Elastic.cs.meta
│   │   │   │   │   ├── Expo.cs
│   │   │   │   │   ├── Expo.cs.meta
│   │   │   │   │   ├── IEasing.cs
│   │   │   │   │   ├── IEasing.cs.meta
│   │   │   │   │   ├── Linear.cs
│   │   │   │   │   ├── Linear.cs.meta
│   │   │   │   │   ├── Quad.cs
│   │   │   │   │   ├── Quad.cs.meta
│   │   │   │   │   ├── Quart.cs
│   │   │   │   │   ├── Quart.cs.meta
│   │   │   │   │   ├── Quint.cs
│   │   │   │   │   ├── Quint.cs.meta
│   │   │   │   │   ├── Sine.cs
│   │   │   │   │   └── Sine.cs.meta
│   │   │   │   ├── Easing.meta
│   │   │   │   ├── IAnimator.cs
│   │   │   │   ├── IAnimator.cs.meta
│   │   │   │   ├── Motion/
│   │   │   │   │   ├── Acceleration.cs
│   │   │   │   │   ├── Acceleration.cs.meta
│   │   │   │   │   ├── AnimationCurve.cs
│   │   │   │   │   ├── AnimationCurve.cs.meta
│   │   │   │   │   ├── Random.cs
│   │   │   │   │   ├── Random.cs.meta
│   │   │   │   │   ├── Uniform.cs
│   │   │   │   │   └── Uniform.cs.meta
│   │   │   │   ├── Motion.meta
│   │   │   │   ├── Velocity.cs
│   │   │   │   └── Velocity.cs.meta
│   │   │   ├── Animator.meta
│   │   │   ├── AnimeRx.asmdef
│   │   │   ├── AnimeRx.asmdef.meta
│   │   │   ├── Examples/
│   │   │   │   ├── AnimeRx_Examples.unity
│   │   │   │   ├── AnimeRx_Examples.unity.meta
│   │   │   │   ├── Examples.cs
│   │   │   │   ├── Examples.cs.meta
│   │   │   │   ├── ExamplesPlayer.cs
│   │   │   │   └── ExamplesPlayer.cs.meta
│   │   │   ├── Examples.meta
│   │   │   ├── Extension/
│   │   │   │   ├── GameObjectLocalPositionExtensions.cs
│   │   │   │   ├── GameObjectLocalPositionExtensions.cs.meta
│   │   │   │   ├── GameObjectLocalRotationExtensions.cs
│   │   │   │   ├── GameObjectLocalRotationExtensions.cs.meta
│   │   │   │   ├── GameObjectLocalScaleExtensions.cs
│   │   │   │   ├── GameObjectLocalScaleExtensions.cs.meta
│   │   │   │   ├── GameObjectPositionExtensions.cs
│   │   │   │   ├── GameObjectPositionExtensions.cs.meta
│   │   │   │   ├── GameObjectRotationExtensions.cs
│   │   │   │   ├── GameObjectRotationExtensions.cs.meta
│   │   │   │   ├── ObservableExtensions.cs
│   │   │   │   ├── ObservableExtensions.cs.meta
│   │   │   │   ├── TransformLocalPositionExtensions.cs
│   │   │   │   ├── TransformLocalPositionExtensions.cs.meta
│   │   │   │   ├── TransformLocalRotationExtensions.cs
│   │   │   │   ├── TransformLocalRotationExtensions.cs.meta
│   │   │   │   ├── TransformLocalScaleExtensions.cs
│   │   │   │   ├── TransformLocalScaleExtensions.cs.meta
│   │   │   │   ├── TransformPositionExtensions.cs
│   │   │   │   ├── TransformPositionExtensions.cs.meta
│   │   │   │   ├── TransformRotationExtensions.cs
│   │   │   │   ├── TransformRotationExtensions.cs.meta
│   │   │   │   ├── Vector1Extensions.cs
│   │   │   │   ├── Vector1Extensions.cs.meta
│   │   │   │   ├── Vector2Extensions.cs
│   │   │   │   ├── Vector2Extensions.cs.meta
│   │   │   │   ├── Vector3Extensions.cs
│   │   │   │   ├── Vector3Extensions.cs.meta
│   │   │   │   ├── Vector4Extensions.cs
│   │   │   │   └── Vector4Extensions.cs.meta
│   │   │   ├── Extension.meta
│   │   │   ├── LICENSE.txt
│   │   │   ├── LICENSE.txt.meta
│   │   │   ├── Player/
│   │   │   │   ├── Anime.cs
│   │   │   │   ├── Anime.cs.meta
│   │   │   │   ├── AnimeColor.cs
│   │   │   │   ├── AnimeColor.cs.meta
│   │   │   │   ├── AnimeVector1.cs
│   │   │   │   ├── AnimeVector1.cs.meta
│   │   │   │   ├── AnimeVector2.cs
│   │   │   │   ├── AnimeVector2.cs.meta
│   │   │   │   ├── AnimeVector3.cs
│   │   │   │   ├── AnimeVector3.cs.meta
│   │   │   │   ├── AnimeVector4.cs
│   │   │   │   ├── AnimeVector4.cs.meta
│   │   │   │   ├── Stay.cs
│   │   │   │   ├── Stay.cs.meta
│   │   │   │   ├── Stop.cs
│   │   │   │   └── Stop.cs.meta
│   │   │   ├── Player.meta
│   │   │   ├── README.txt
│   │   │   ├── README.txt.meta
│   │   │   ├── Rx/
│   │   │   │   ├── FromMicroCoroutineWithInitialValue.cs
│   │   │   │   └── FromMicroCoroutineWithInitialValue.cs.meta
│   │   │   ├── Rx.meta
│   │   │   ├── Scheduler/
│   │   │   │   ├── IScheduler.cs
│   │   │   │   ├── IScheduler.cs.meta
│   │   │   │   ├── TimeScheduler.cs
│   │   │   │   ├── TimeScheduler.cs.meta
│   │   │   │   ├── UnscaledTimeScheduler.cs
│   │   │   │   └── UnscaledTimeScheduler.cs.meta
│   │   │   ├── Scheduler.meta
│   │   │   ├── Version.txt
│   │   │   ├── Version.txt.meta
│   │   │   ├── package.json
│   │   │   └── package.json.meta
│   │   └── AnimeRx.meta
│   └── Plugins.meta
├── LICENSE
├── Packages/
│   ├── manifest.json
│   └── packages-lock.json
├── ProjectSettings/
│   ├── AudioManager.asset
│   ├── ClusterInputManager.asset
│   ├── DynamicsManager.asset
│   ├── EditorBuildSettings.asset
│   ├── EditorSettings.asset
│   ├── GraphicsSettings.asset
│   ├── InputManager.asset
│   ├── NavMeshAreas.asset
│   ├── NetworkManager.asset
│   ├── PackageManagerSettings.asset
│   ├── Physics2DSettings.asset
│   ├── PresetManager.asset
│   ├── ProjectSettings.asset
│   ├── ProjectVersion.txt
│   ├── QualitySettings.asset
│   ├── TagManager.asset
│   ├── TimeManager.asset
│   ├── UnityConnectSettings.asset
│   ├── VFXManager.asset
│   └── XRSettings.asset
├── README.md
└── Scripts/
    └── GenerateScript.sh
Download .txt
SYMBOL INDEX (555 symbols across 52 files)

FILE: Assets/Development/Development.cs
  class Development (line 11) | public class Development : MonoBehaviour
    method Start (line 22) | public IEnumerator Start()
    method BugCheck (line 42) | private void BugCheck()
    class ShuffleAnimator (line 49) | private class ShuffleAnimator : IAnimator
      method ShuffleAnimator (line 53) | public ShuffleAnimator(float duration)
      method CalcFinishTime (line 58) | public float CalcFinishTime(float distance)
      method CalcPosition (line 63) | public float CalcPosition(float time, float distance)
    method Shuffle (line 69) | private void Shuffle()
    method Sample1 (line 79) | private void Sample1()
    method Sample2 (line 86) | private void Sample2()
    method Sample3 (line 95) | private void Sample3()
    method Sample4 (line 102) | private void Sample4()
    method Sample5 (line 118) | private void Sample5()
    method Sample6 (line 132) | private void Sample6()
    method Sample7 (line 140) | private void Sample7()
    method Sample8 (line 149) | private void Sample8()
    method Sample9 (line 158) | private void Sample9()
    method Sample10 (line 184) | private void Sample10()
    method Sample11 (line 193) | private void Sample11()
    method Sample12 (line 200) | private IEnumerator Sample12()
    method Sample13 (line 228) | private void Sample13()
    method Sample14 (line 253) | private void Sample14()
    method Sample15 (line 266) | private void Sample15()
    method Sample16 (line 284) | private void Sample16()
    method Sample17 (line 302) | private void Sample17()
    method Sample18 (line 318) | private void Sample18()
    method Sample19 (line 337) | private void Sample19()
    class Sample19Animator (line 344) | public class Sample19Animator : IAnimator
      method CalcFinishTime (line 346) | public float CalcFinishTime(float distance)
      method CalcPosition (line 351) | public float CalcPosition(float time, float distance)
    method Sample20 (line 357) | public void Sample20()
    method Sample21 (line 373) | public void Sample21()
    method Sample22 (line 386) | public void Sample22()
    method Sample23 (line 392) | public void Sample23()
    method Sample24 (line 400) | public void Sample24()
    method Sample25 (line 407) | public void Sample25()
    method Sample26 (line 419) | public void Sample26()
    method Update (line 426) | public void Update()
  class Util (line 432) | public static class Util
    method StopRecording (line 434) | public static IObservable<T> StopRecording<T>(this IObservable<T> source)
    method StopRecordingSoon (line 442) | public static IObservable<T> StopRecordingSoon<T>(this IObservable<T> ...

FILE: Assets/Editor/PackageExporter.cs
  class PackageExporter (line 7) | public static class PackageExporter
    method Export (line 9) | [MenuItem("Dev/Export Package")]

FILE: Assets/Plugins/AnimeRx/Animator/CompositeAnimator.cs
  class CompositeAnimator (line 6) | public class CompositeAnimator : IAnimator
    method CompositeAnimator (line 12) | public CompositeAnimator(Tuple<IAnimator, float>[] animators)
    method CalcFinishTime (line 24) | public float CalcFinishTime(float distance)
    method CalcPosition (line 34) | public float CalcPosition(float time, float distance)

FILE: Assets/Plugins/AnimeRx/Animator/Easing/Back.cs
  class Easing (line 6) | public static partial class Easing
    method InBack (line 8) | public static IAnimator InBack(float duration)
    method OutBack (line 13) | public static IAnimator OutBack(float duration)
    method InOutBack (line 18) | public static IAnimator InOutBack(float duration)
    method InBack (line 23) | public static IAnimator InBack(Velocity velocity)
    method OutBack (line 28) | public static IAnimator OutBack(Velocity velocity)
    method InOutBack (line 33) | public static IAnimator InOutBack(Velocity velocity)
    class InBackEasing (line 38) | private class InBackEasing : IEasing
      method Function (line 40) | public float Function(float v)
    class OutBackEasing (line 46) | private class OutBackEasing : IEasing
      method Function (line 48) | public float Function(float v)
    class InOutBackEasing (line 55) | private class InOutBackEasing : IEasing
      method Function (line 57) | public float Function(float v)

FILE: Assets/Plugins/AnimeRx/Animator/Easing/Bounce.cs
  class Easing (line 5) | public static partial class Easing
    method InBounce (line 7) | public static IAnimator InBounce(float duration)
    method OutBounce (line 12) | public static IAnimator OutBounce(float duration)
    method InOutBounce (line 17) | public static IAnimator InOutBounce(float duration)
    method InBounce (line 22) | public static IAnimator InBounce(Velocity velocity)
    method OutBounce (line 27) | public static IAnimator OutBounce(Velocity velocity)
    method InOutBounce (line 32) | public static IAnimator InOutBounce(Velocity velocity)
    class InBounceEasing (line 37) | private class InBounceEasing : IEasing
      method Function (line 39) | public float Function(float v)
      method Bounce (line 44) | public static float Bounce(float v)
    class OutBounceEasing (line 50) | private class OutBounceEasing : IEasing
      method Function (line 52) | public float Function(float v)
      method Bounce (line 57) | public static float Bounce(float v)
    class InOutBounceEasing (line 78) | private class InOutBounceEasing : IEasing
      method Function (line 80) | public float Function(float v)

FILE: Assets/Plugins/AnimeRx/Animator/Easing/Circ.cs
  class Easing (line 6) | public static partial class Easing
    method InCirc (line 8) | public static IAnimator InCirc(float duration)
    method OutCirc (line 13) | public static IAnimator OutCirc(float duration)
    method InOutCirc (line 18) | public static IAnimator InOutCirc(float duration)
    method InCirc (line 23) | public static IAnimator InCirc(Velocity velocity)
    method OutCirc (line 28) | public static IAnimator OutCirc(Velocity velocity)
    method InOutCirc (line 33) | public static IAnimator InOutCirc(Velocity velocity)
    class InCircEasing (line 38) | private class InCircEasing : IEasing
      method Function (line 40) | public float Function(float v)
    class OutCircEasing (line 46) | private class OutCircEasing : IEasing
      method Function (line 48) | public float Function(float v)
    class InOutCircEasing (line 54) | private class InOutCircEasing : IEasing
      method Function (line 56) | public float Function(float v)

FILE: Assets/Plugins/AnimeRx/Animator/Easing/Const.cs
  class Easing (line 5) | public static partial class Easing

FILE: Assets/Plugins/AnimeRx/Animator/Easing/Cubic.cs
  class Easing (line 5) | public static partial class Easing
    method InCubic (line 7) | public static IAnimator InCubic(float duration)
    method OutCubic (line 12) | public static IAnimator OutCubic(float duration)
    method InOutCubic (line 17) | public static IAnimator InOutCubic(float duration)
    method InCubic (line 22) | public static IAnimator InCubic(Velocity velocity)
    method OutCubic (line 27) | public static IAnimator OutCubic(Velocity velocity)
    method InOutCubic (line 32) | public static IAnimator InOutCubic(Velocity velocity)
    class InCubicEasing (line 37) | private class InCubicEasing : IEasing
      method Function (line 39) | public float Function(float v)
    class OutCubicEasing (line 45) | private class OutCubicEasing : IEasing
      method Function (line 47) | public float Function(float v)
    class InOutCubicEasing (line 54) | private class InOutCubicEasing : IEasing
      method Function (line 56) | public float Function(float v)

FILE: Assets/Plugins/AnimeRx/Animator/Easing/EasingAnimator.cs
  class Easing (line 5) | public static partial class Easing
    class EasingDurationAnimator (line 7) | private class EasingDurationAnimator : IAnimator
      method EasingDurationAnimator (line 12) | public EasingDurationAnimator(float duration, IEasing easing)
      method CalcFinishTime (line 18) | public float CalcFinishTime(float distance)
      method CalcPosition (line 23) | public float CalcPosition(float time, float distance)
    class EasingVelocityAnimator (line 29) | private class EasingVelocityAnimator : IAnimator
      method EasingVelocityAnimator (line 34) | public EasingVelocityAnimator(Velocity velocity, IEasing easing)
      method CalcFinishTime (line 40) | public float CalcFinishTime(float distance)
      method CalcPosition (line 45) | public float CalcPosition(float time, float distance)

FILE: Assets/Plugins/AnimeRx/Animator/Easing/Elastic.cs
  class Easing (line 6) | public static partial class Easing
    method InElastic (line 8) | public static IAnimator InElastic(float duration)
    method OutElastic (line 13) | public static IAnimator OutElastic(float duration)
    method InOutElastic (line 18) | public static IAnimator InOutElastic(float duration)
    method InElastic (line 23) | public static IAnimator InElastic(Velocity velocity)
    method OutElastic (line 28) | public static IAnimator OutElastic(Velocity velocity)
    method InOutElastic (line 33) | public static IAnimator InOutElastic(Velocity velocity)
    class InElasticEasing (line 38) | private class InElasticEasing : IEasing
      method Function (line 40) | public float Function(float v)
    class OutElasticEasing (line 46) | private class OutElasticEasing : IEasing
      method Function (line 48) | public float Function(float v)
    class InOutElasticEasing (line 54) | private class InOutElasticEasing : IEasing
      method Function (line 56) | public float Function(float v)

FILE: Assets/Plugins/AnimeRx/Animator/Easing/Expo.cs
  class Easing (line 6) | public static partial class Easing
    method InExpo (line 8) | public static IAnimator InExpo(float duration)
    method OutExpo (line 13) | public static IAnimator OutExpo(float duration)
    method InOutExpo (line 18) | public static IAnimator InOutExpo(float duration)
    method InExpo (line 23) | public static IAnimator InExpo(Velocity velocity)
    method OutExpo (line 28) | public static IAnimator OutExpo(Velocity velocity)
    method InOutExpo (line 33) | public static IAnimator InOutExpo(Velocity velocity)
    class InExpoEasing (line 38) | private class InExpoEasing : IEasing
      method Function (line 40) | public float Function(float v)
    class OutExpoEasing (line 46) | private class OutExpoEasing : IEasing
      method Function (line 48) | public float Function(float v)
    class InOutExpoEasing (line 54) | private class InOutExpoEasing : IEasing
      method Function (line 56) | public float Function(float v)

FILE: Assets/Plugins/AnimeRx/Animator/Easing/IEasing.cs
  class Easing (line 3) | public static partial class Easing
    type IEasing (line 5) | private interface IEasing
      method Function (line 7) | float Function(float v);

FILE: Assets/Plugins/AnimeRx/Animator/Easing/Linear.cs
  class Easing (line 5) | public static partial class Easing
    method Linear (line 7) | public static IAnimator Linear(float duration)
    method Linear (line 12) | public static IAnimator Linear(Velocity velocity)
    class LinearEasing (line 17) | private class LinearEasing : IEasing
      method Function (line 19) | public float Function(float v)

FILE: Assets/Plugins/AnimeRx/Animator/Easing/Quad.cs
  class Easing (line 5) | public static partial class Easing
    method InQuad (line 7) | public static IAnimator InQuad(float duration)
    method OutQuad (line 12) | public static IAnimator OutQuad(float duration)
    method InOutQuad (line 17) | public static IAnimator InOutQuad(float duration)
    method InQuad (line 22) | public static IAnimator InQuad(Velocity velocity)
    method OutQuad (line 27) | public static IAnimator OutQuad(Velocity velocity)
    method InOutQuad (line 32) | public static IAnimator InOutQuad(Velocity velocity)
    class InQuadEasing (line 37) | private class InQuadEasing : IEasing
      method Function (line 39) | public float Function(float v)
    class OutQuadEasing (line 45) | private class OutQuadEasing : IEasing
      method Function (line 47) | public float Function(float v)
    class InOutQuadEasing (line 53) | private class InOutQuadEasing : IEasing
      method Function (line 55) | public float Function(float v)

FILE: Assets/Plugins/AnimeRx/Animator/Easing/Quart.cs
  class Easing (line 5) | public static partial class Easing
    method InQuart (line 7) | public static IAnimator InQuart(float duration)
    method OutQuart (line 12) | public static IAnimator OutQuart(float duration)
    method InOutQuart (line 17) | public static IAnimator InOutQuart(float duration)
    method InQuart (line 22) | public static IAnimator InQuart(Velocity velocity)
    method OutQuart (line 27) | public static IAnimator OutQuart(Velocity velocity)
    method InOutQuart (line 32) | public static IAnimator InOutQuart(Velocity velocity)
    class InQuartEasing (line 37) | private class InQuartEasing : IEasing
      method Function (line 39) | public float Function(float v)
    class OutQuartEasing (line 45) | private class OutQuartEasing : IEasing
      method Function (line 47) | public float Function(float v)
    class InOutQuartEasing (line 54) | private class InOutQuartEasing : IEasing
      method Function (line 56) | public float Function(float v)

FILE: Assets/Plugins/AnimeRx/Animator/Easing/Quint.cs
  class Easing (line 5) | public static partial class Easing
    method InQuint (line 7) | public static IAnimator InQuint(float duration)
    method OutQuint (line 12) | public static IAnimator OutQuint(float duration)
    method InOutQuint (line 17) | public static IAnimator InOutQuint(float duration)
    method InQuint (line 22) | public static IAnimator InQuint(Velocity velocity)
    method OutQuint (line 27) | public static IAnimator OutQuint(Velocity velocity)
    method InOutQuint (line 32) | public static IAnimator InOutQuint(Velocity velocity)
    class InQuintEasing (line 37) | private class InQuintEasing : IEasing
      method Function (line 39) | public float Function(float v)
    class OutQuintEasing (line 45) | private class OutQuintEasing : IEasing
      method Function (line 47) | public float Function(float v)
    class InOutQuintEasing (line 54) | private class InOutQuintEasing : IEasing
      method Function (line 56) | public float Function(float v)

FILE: Assets/Plugins/AnimeRx/Animator/Easing/Sine.cs
  class Easing (line 6) | public static partial class Easing
    method InSine (line 8) | public static IAnimator InSine(float duration)
    method OutSine (line 13) | public static IAnimator OutSine(float duration)
    method InOutSine (line 18) | public static IAnimator InOutSine(float duration)
    method InSine (line 23) | public static IAnimator InSine(Velocity velocity)
    method OutSine (line 28) | public static IAnimator OutSine(Velocity velocity)
    method InOutSine (line 33) | public static IAnimator InOutSine(Velocity velocity)
    class InSineEasing (line 38) | private class InSineEasing : IEasing
      method Function (line 40) | public float Function(float v)
    class OutSineEasing (line 46) | private class OutSineEasing : IEasing
      method Function (line 48) | public float Function(float v)
    class InOutSineEasing (line 54) | private class InOutSineEasing : IEasing
      method Function (line 56) | public float Function(float v)

FILE: Assets/Plugins/AnimeRx/Animator/IAnimator.cs
  type IAnimator (line 3) | public interface IAnimator
    method CalcFinishTime (line 5) | float CalcFinishTime(float distance);
    method CalcPosition (line 6) | float CalcPosition(float time, float distance);
  class AnimatorExtensions (line 9) | public static class AnimatorExtensions
    method CalcFinishVelocity (line 11) | public static Velocity CalcFinishVelocity(this IAnimator animator, flo...
    method CalcStartVelocity (line 19) | public static Velocity CalcStartVelocity(this IAnimator animator, floa...

FILE: Assets/Plugins/AnimeRx/Animator/Motion/Acceleration.cs
  class Motion (line 5) | public static partial class Motion
    method Acceleration (line 7) | public static IAnimator Acceleration(float acceleration)
    method Acceleration (line 12) | public static IAnimator Acceleration(float acceleration, float velocit...
    class AccelerationAnimator (line 17) | private class AccelerationAnimator : IAnimator
      method AccelerationAnimator (line 22) | public AccelerationAnimator(float acceleration, float velocityStart)
      method CalcFinishTime (line 28) | public float CalcFinishTime(float distance)
      method CalcPosition (line 34) | public float CalcPosition(float time, float distance)

FILE: Assets/Plugins/AnimeRx/Animator/Motion/AnimationCurve.cs
  class Motion (line 5) | public static partial class Motion
    method From (line 7) | public static IAnimator From(AnimationCurve curve, float duration)
    class AnimationCurveVelocityAnimator (line 12) | private class AnimationCurveVelocityAnimator : IAnimator
      method AnimationCurveVelocityAnimator (line 17) | public AnimationCurveVelocityAnimator(AnimationCurve curve, float ve...
      method CalcFinishTime (line 23) | public float CalcFinishTime(float distance)
      method CalcPosition (line 28) | public float CalcPosition(float time, float distance)
    class AnimationCurveTimeAnimator (line 34) | private class AnimationCurveTimeAnimator : IAnimator
      method AnimationCurveTimeAnimator (line 39) | public AnimationCurveTimeAnimator(AnimationCurve curve, float duration)
      method CalcFinishTime (line 45) | public float CalcFinishTime(float distance)
      method CalcPosition (line 50) | public float CalcPosition(float time, float distance)

FILE: Assets/Plugins/AnimeRx/Animator/Motion/Random.cs
  class Motion (line 5) | public static partial class Motion
    method Random (line 7) | public static IAnimator Random(float duration, float min, float max)
    class RandomDurationAnimator (line 12) | private class RandomDurationAnimator : IAnimator
      method RandomDurationAnimator (line 18) | public RandomDurationAnimator(float duration, float min, float max)
      method CalcFinishTime (line 25) | public float CalcFinishTime(float distance)
      method CalcPosition (line 30) | public float CalcPosition(float time, float distance)

FILE: Assets/Plugins/AnimeRx/Animator/Motion/Uniform.cs
  class Motion (line 5) | public static partial class Motion
    method Uniform (line 7) | public static IAnimator Uniform(float velocity)
    class UniformAnimator (line 12) | private class UniformAnimator : IAnimator
      method UniformAnimator (line 16) | public UniformAnimator(float velocity)
      method CalcFinishTime (line 21) | public float CalcFinishTime(float distance)
      method CalcPosition (line 26) | public float CalcPosition(float time, float distance)

FILE: Assets/Plugins/AnimeRx/Animator/Velocity.cs
  type Velocity (line 3) | public struct Velocity
    method Velocity (line 7) | private Velocity(double perSecond)
    method FromPerSecond (line 12) | public static Velocity FromPerSecond(double value)

FILE: Assets/Plugins/AnimeRx/Examples/Examples.cs
  class Examples (line 6) | public class Examples : MonoBehaviour
    method Initialize (line 20) | public void Initialize()
    method Sample1 (line 26) | public void Sample1()
    method Sample2 (line 35) | public void Sample2()
    method Sample3 (line 44) | public void Sample3()
    method Sample4 (line 55) | public void Sample4()
    method Sample5 (line 71) | public void Sample5()
    method Sample6 (line 89) | public void Sample6()
    method Sample7 (line 98) | public void Sample7()
    method CreatePrimitiveCube (line 111) | private GameObject CreatePrimitiveCube()

FILE: Assets/Plugins/AnimeRx/Examples/ExamplesPlayer.cs
  class ExamplesPlayer (line 8) | public class ExamplesPlayer : MonoBehaviour
    method Start (line 14) | public void Start()

FILE: Assets/Plugins/AnimeRx/Extension/GameObjectLocalPositionExtensions.cs
  class GameObjectLocalPositionExtensions (line 8) | public static class GameObjectLocalPositionExtensions
    method SubscribeToLocalPosition (line 10) | public static IDisposable SubscribeToLocalPosition(this IObservable<Ve...
    method SubscribeToLocalPosition (line 15) | public static IDisposable SubscribeToLocalPosition(this IObservable<IL...
    method SubscribeToLocalPositionX (line 20) | public static IDisposable SubscribeToLocalPositionX(this IObservable<f...
    method SubscribeToLocalPositionY (line 25) | public static IDisposable SubscribeToLocalPositionY(this IObservable<f...
    method SubscribeToLocalPositionZ (line 30) | public static IDisposable SubscribeToLocalPositionZ(this IObservable<f...
    method DoToLocalPosition (line 35) | public static IObservable<Vector3> DoToLocalPosition(this IObservable<...
    method DoToLocalPosition (line 40) | public static IObservable<IList<float>> DoToLocalPosition(this IObserv...
    method DoToLocalPositionX (line 45) | public static IObservable<float> DoToLocalPositionX(this IObservable<f...
    method DoToLocalPositionY (line 50) | public static IObservable<float> DoToLocalPositionY(this IObservable<f...
    method DoToLocalPositionZ (line 55) | public static IObservable<float> DoToLocalPositionZ(this IObservable<f...

FILE: Assets/Plugins/AnimeRx/Extension/GameObjectLocalRotationExtensions.cs
  class GameObjectLocalRotationExtensions (line 8) | public static class GameObjectLocalRotationExtensions
    method SubscribeToLocalRotation (line 10) | public static IDisposable SubscribeToLocalRotation(this IObservable<Ve...
    method SubscribeToLocalRotation (line 15) | public static IDisposable SubscribeToLocalRotation(this IObservable<IL...
    method SubscribeToLocalRotationX (line 20) | public static IDisposable SubscribeToLocalRotationX(this IObservable<f...
    method SubscribeToLocalRotationY (line 25) | public static IDisposable SubscribeToLocalRotationY(this IObservable<f...
    method SubscribeToLocalRotationZ (line 30) | public static IDisposable SubscribeToLocalRotationZ(this IObservable<f...
    method DoToLocalRotation (line 35) | public static IObservable<Vector3> DoToLocalRotation(this IObservable<...
    method DoToLocalRotation (line 40) | public static IObservable<IList<float>> DoToLocalRotation(this IObserv...
    method DoToLocalRotationX (line 45) | public static IObservable<float> DoToLocalRotationX(this IObservable<f...
    method DoToLocalRotationY (line 50) | public static IObservable<float> DoToLocalRotationY(this IObservable<f...
    method DoToLocalRotationZ (line 55) | public static IObservable<float> DoToLocalRotationZ(this IObservable<f...

FILE: Assets/Plugins/AnimeRx/Extension/GameObjectLocalScaleExtensions.cs
  class GameObjectLocalScaleExtensions (line 8) | public static class GameObjectLocalScaleExtensions
    method SubscribeToLocalScale (line 10) | public static IDisposable SubscribeToLocalScale(this IObservable<Vecto...
    method SubscribeToLocalScale (line 15) | public static IDisposable SubscribeToLocalScale(this IObservable<IList...
    method SubscribeToLocalScaleX (line 20) | public static IDisposable SubscribeToLocalScaleX(this IObservable<floa...
    method SubscribeToLocalScaleY (line 25) | public static IDisposable SubscribeToLocalScaleY(this IObservable<floa...
    method SubscribeToLocalScaleZ (line 30) | public static IDisposable SubscribeToLocalScaleZ(this IObservable<floa...
    method DoToLocalScale (line 35) | public static IObservable<Vector3> DoToLocalScale(this IObservable<Vec...
    method DoToLocalScale (line 40) | public static IObservable<IList<float>> DoToLocalScale(this IObservabl...
    method DoToLocalScaleX (line 45) | public static IObservable<float> DoToLocalScaleX(this IObservable<floa...
    method DoToLocalScaleY (line 50) | public static IObservable<float> DoToLocalScaleY(this IObservable<floa...
    method DoToLocalScaleZ (line 55) | public static IObservable<float> DoToLocalScaleZ(this IObservable<floa...

FILE: Assets/Plugins/AnimeRx/Extension/GameObjectPositionExtensions.cs
  class GameObjectPositionExtensions (line 8) | public static class GameObjectPositionExtensions
    method SubscribeToPosition (line 10) | public static IDisposable SubscribeToPosition(this IObservable<Vector3...
    method SubscribeToPosition (line 15) | public static IDisposable SubscribeToPosition(this IObservable<IList<f...
    method SubscribeToPositionX (line 20) | public static IDisposable SubscribeToPositionX(this IObservable<float>...
    method SubscribeToPositionY (line 25) | public static IDisposable SubscribeToPositionY(this IObservable<float>...
    method SubscribeToPositionZ (line 30) | public static IDisposable SubscribeToPositionZ(this IObservable<float>...
    method DoToPosition (line 35) | public static IObservable<Vector3> DoToPosition(this IObservable<Vecto...
    method DoToPosition (line 40) | public static IObservable<IList<float>> DoToPosition(this IObservable<...
    method DoToPositionX (line 45) | public static IObservable<float> DoToPositionX(this IObservable<float>...
    method DoToPositionY (line 50) | public static IObservable<float> DoToPositionY(this IObservable<float>...
    method DoToPositionZ (line 55) | public static IObservable<float> DoToPositionZ(this IObservable<float>...

FILE: Assets/Plugins/AnimeRx/Extension/GameObjectRotationExtensions.cs
  class GameObjectRotationExtensions (line 8) | public static class GameObjectRotationExtensions
    method SubscribeToRotation (line 10) | public static IDisposable SubscribeToRotation(this IObservable<Vector3...
    method SubscribeToRotation (line 15) | public static IDisposable SubscribeToRotation(this IObservable<IList<f...
    method SubscribeToRotationX (line 20) | public static IDisposable SubscribeToRotationX(this IObservable<float>...
    method SubscribeToRotationY (line 25) | public static IDisposable SubscribeToRotationY(this IObservable<float>...
    method SubscribeToRotationZ (line 30) | public static IDisposable SubscribeToRotationZ(this IObservable<float>...
    method DoToRotation (line 35) | public static IObservable<Vector3> DoToRotation(this IObservable<Vecto...
    method DoToRotation (line 40) | public static IObservable<IList<float>> DoToRotation(this IObservable<...
    method DoToRotationX (line 45) | public static IObservable<float> DoToRotationX(this IObservable<float>...
    method DoToRotationY (line 50) | public static IObservable<float> DoToRotationY(this IObservable<float>...
    method DoToRotationZ (line 55) | public static IObservable<float> DoToRotationZ(this IObservable<float>...

FILE: Assets/Plugins/AnimeRx/Extension/ObservableExtensions.cs
  class ObservableExtensions (line 7) | public static class ObservableExtensions
    method Range (line 9) | public static IObservable<float> Range(this IObservable<float> source,...
    method Loop (line 14) | public static IObservable<T> Loop<T>(this IObservable<T> source)
    method Loop (line 19) | public static IObservable<T> Loop<T>(this IObservable<T> source, int r...

FILE: Assets/Plugins/AnimeRx/Extension/TransformLocalPositionExtensions.cs
  class TransformLocalPositionExtensions (line 8) | public static class TransformLocalPositionExtensions
    method SubscribeToLocalPosition (line 10) | public static IDisposable SubscribeToLocalPosition(this IObservable<Ve...
    method SubscribeToLocalPosition (line 15) | public static IDisposable SubscribeToLocalPosition(this IObservable<IL...
    method SubscribeToLocalPositionX (line 20) | public static IDisposable SubscribeToLocalPositionX(this IObservable<f...
    method SubscribeToLocalPositionY (line 30) | public static IDisposable SubscribeToLocalPositionY(this IObservable<f...
    method SubscribeToLocalPositionZ (line 40) | public static IDisposable SubscribeToLocalPositionZ(this IObservable<f...
    method DoToLocalPosition (line 50) | public static IObservable<Vector3> DoToLocalPosition(this IObservable<...
    method DoToLocalPosition (line 55) | public static IObservable<IList<float>> DoToLocalPosition(this IObserv...
    method DoToLocalPositionX (line 60) | public static IObservable<float> DoToLocalPositionX(this IObservable<f...
    method DoToLocalPositionY (line 70) | public static IObservable<float> DoToLocalPositionY(this IObservable<f...
    method DoToLocalPositionZ (line 80) | public static IObservable<float> DoToLocalPositionZ(this IObservable<f...

FILE: Assets/Plugins/AnimeRx/Extension/TransformLocalRotationExtensions.cs
  class TransformLocalRotationExtensions (line 8) | public static class TransformLocalRotationExtensions
    method SubscribeToLocalRotation (line 10) | public static IDisposable SubscribeToLocalRotation(this IObservable<Ve...
    method SubscribeToLocalRotation (line 15) | public static IDisposable SubscribeToLocalRotation(this IObservable<IL...
    method SubscribeToLocalRotationX (line 20) | public static IDisposable SubscribeToLocalRotationX(this IObservable<f...
    method SubscribeToLocalRotationY (line 30) | public static IDisposable SubscribeToLocalRotationY(this IObservable<f...
    method SubscribeToLocalRotationZ (line 40) | public static IDisposable SubscribeToLocalRotationZ(this IObservable<f...
    method DoToLocalRotation (line 50) | public static IObservable<Vector3> DoToLocalRotation(this IObservable<...
    method DoToLocalRotation (line 55) | public static IObservable<IList<float>> DoToLocalRotation(this IObserv...
    method DoToLocalRotationX (line 60) | public static IObservable<float> DoToLocalRotationX(this IObservable<f...
    method DoToLocalRotationY (line 70) | public static IObservable<float> DoToLocalRotationY(this IObservable<f...
    method DoToLocalRotationZ (line 80) | public static IObservable<float> DoToLocalRotationZ(this IObservable<f...

FILE: Assets/Plugins/AnimeRx/Extension/TransformLocalScaleExtensions.cs
  class TransformLocalScaleExtensions (line 8) | public static class TransformLocalScaleExtensions
    method SubscribeToLocalScale (line 10) | public static IDisposable SubscribeToLocalScale(this IObservable<Vecto...
    method SubscribeToLocalScale (line 15) | public static IDisposable SubscribeToLocalScale(this IObservable<IList...
    method SubscribeToLocalScaleX (line 20) | public static IDisposable SubscribeToLocalScaleX(this IObservable<floa...
    method SubscribeToLocalScaleY (line 30) | public static IDisposable SubscribeToLocalScaleY(this IObservable<floa...
    method SubscribeToLocalScaleZ (line 40) | public static IDisposable SubscribeToLocalScaleZ(this IObservable<floa...
    method DoToLocalScale (line 50) | public static IObservable<Vector3> DoToLocalScale(this IObservable<Vec...
    method DoToLocalScale (line 55) | public static IObservable<IList<float>> DoToLocalScale(this IObservabl...
    method DoToLocalScaleX (line 60) | public static IObservable<float> DoToLocalScaleX(this IObservable<floa...
    method DoToLocalScaleY (line 70) | public static IObservable<float> DoToLocalScaleY(this IObservable<floa...
    method DoToLocalScaleZ (line 80) | public static IObservable<float> DoToLocalScaleZ(this IObservable<floa...

FILE: Assets/Plugins/AnimeRx/Extension/TransformPositionExtensions.cs
  class TransformPositionExtensions (line 8) | public static class TransformPositionExtensions
    method SubscribeToPosition (line 10) | public static IDisposable SubscribeToPosition(this IObservable<Vector3...
    method SubscribeToPosition (line 15) | public static IDisposable SubscribeToPosition(this IObservable<IList<f...
    method SubscribeToPositionX (line 20) | public static IDisposable SubscribeToPositionX(this IObservable<float>...
    method SubscribeToPositionY (line 30) | public static IDisposable SubscribeToPositionY(this IObservable<float>...
    method SubscribeToPositionZ (line 40) | public static IDisposable SubscribeToPositionZ(this IObservable<float>...
    method DoToPosition (line 50) | public static IObservable<Vector3> DoToPosition(this IObservable<Vecto...
    method DoToPosition (line 55) | public static IObservable<IList<float>> DoToPosition(this IObservable<...
    method DoToPositionX (line 60) | public static IObservable<float> DoToPositionX(this IObservable<float>...
    method DoToPositionY (line 70) | public static IObservable<float> DoToPositionY(this IObservable<float>...
    method DoToPositionZ (line 80) | public static IObservable<float> DoToPositionZ(this IObservable<float>...

FILE: Assets/Plugins/AnimeRx/Extension/TransformRotationExtensions.cs
  class TransformRotationExtensions (line 8) | public static class TransformRotationExtensions
    method SubscribeToRotation (line 10) | public static IDisposable SubscribeToRotation(this IObservable<Vector3...
    method SubscribeToRotation (line 15) | public static IDisposable SubscribeToRotation(this IObservable<IList<f...
    method SubscribeToRotationX (line 20) | public static IDisposable SubscribeToRotationX(this IObservable<float>...
    method SubscribeToRotationY (line 30) | public static IDisposable SubscribeToRotationY(this IObservable<float>...
    method SubscribeToRotationZ (line 40) | public static IDisposable SubscribeToRotationZ(this IObservable<float>...
    method DoToRotation (line 50) | public static IObservable<Vector3> DoToRotation(this IObservable<Vecto...
    method DoToRotation (line 55) | public static IObservable<IList<float>> DoToRotation(this IObservable<...
    method DoToRotationX (line 60) | public static IObservable<float> DoToRotationX(this IObservable<float>...
    method DoToRotationY (line 70) | public static IObservable<float> DoToRotationY(this IObservable<float>...
    method DoToRotationZ (line 80) | public static IObservable<float> DoToRotationZ(this IObservable<float>...

FILE: Assets/Plugins/AnimeRx/Extension/Vector1Extensions.cs
  class Vector1Extensions (line 9) | public static class Vector1Extensions
    method Play (line 11) | public static IObservable<float> Play(this float source, float to, IAn...
    method Play (line 16) | public static IObservable<float> Play(this float source, float to, IAn...
    method Play (line 21) | public static IObservable<float> Play(this float source, float[] path,...
    method Play (line 29) | public static IObservable<float> Play(this float source, float[] path,...
    method PlayRelative (line 37) | public static IObservable<float> PlayRelative(this float source, float...
    method PlayRelative (line 42) | public static IObservable<float> PlayRelative(this float source, float...
    method Sum (line 47) | public static IObservable<float> Sum(this IObservable<IList<float>> so...

FILE: Assets/Plugins/AnimeRx/Extension/Vector2Extensions.cs
  class Vector2Extensions (line 9) | public static class Vector2Extensions
    method Play (line 11) | public static IObservable<Vector2> Play(this Vector2 source, Vector2 t...
    method Play (line 16) | public static IObservable<Vector2> Play(this Vector2 source, Vector2 t...
    method Play (line 21) | public static IObservable<Vector2> Play(this Vector2 source, Vector2[]...
    method Play (line 29) | public static IObservable<Vector2> Play(this Vector2 source, Vector2[]...
    method PlayRelative (line 37) | public static IObservable<Vector2> PlayRelative(this Vector2 source, V...
    method PlayRelative (line 42) | public static IObservable<Vector2> PlayRelative(this Vector2 source, V...
    method Sum (line 47) | public static IObservable<Vector2> Sum(this IObservable<IList<Vector2>...

FILE: Assets/Plugins/AnimeRx/Extension/Vector3Extensions.cs
  class Vector3Extensions (line 9) | public static class Vector3Extensions
    method Play (line 11) | public static IObservable<Vector3> Play(this Vector3 source, Vector3 t...
    method Play (line 16) | public static IObservable<Vector3> Play(this Vector3 source, Vector3 t...
    method Play (line 21) | public static IObservable<Vector3> Play(this Vector3 source, Vector3[]...
    method Play (line 29) | public static IObservable<Vector3> Play(this Vector3 source, Vector3[]...
    method PlayRelative (line 37) | public static IObservable<Vector3> PlayRelative(this Vector3 source, V...
    method PlayRelative (line 42) | public static IObservable<Vector3> PlayRelative(this Vector3 source, V...
    method Sum (line 47) | public static IObservable<Vector3> Sum(this IObservable<IList<Vector3>...

FILE: Assets/Plugins/AnimeRx/Extension/Vector4Extensions.cs
  class Vector4Extensions (line 9) | public static class Vector4Extensions
    method Play (line 11) | public static IObservable<Vector4> Play(this Vector4 source, Vector4 t...
    method Play (line 16) | public static IObservable<Vector4> Play(this Vector4 source, Vector4 t...
    method Play (line 21) | public static IObservable<Vector4> Play(this Vector4 source, Vector4[]...
    method Play (line 29) | public static IObservable<Vector4> Play(this Vector4 source, Vector4[]...
    method PlayRelative (line 37) | public static IObservable<Vector4> PlayRelative(this Vector4 source, V...
    method PlayRelative (line 42) | public static IObservable<Vector4> PlayRelative(this Vector4 source, V...
    method Sum (line 47) | public static IObservable<Vector4> Sum(this IObservable<IList<Vector4>...

FILE: Assets/Plugins/AnimeRx/Player/Anime.cs
  class Anime (line 8) | public static partial class Anime
    method Play (line 20) | public static IObservable<float> Play(IAnimator animator)
    method Play (line 25) | public static IObservable<float> Play(IAnimator animator, IScheduler s...
    method PlayInternal (line 30) | private static IObservable<float> PlayInternal(IAnimator animator, flo...
    method SleepInternal (line 39) | private static IObservable<Unit> SleepInternal(float duration, ISchedu...
    method AnimationCoroutine (line 48) | private static IEnumerator AnimationCoroutine(IAnimator animator, floa...
    method DelayCoroutine (line 72) | private static IEnumerator DelayCoroutine(float start, float duration,...

FILE: Assets/Plugins/AnimeRx/Player/AnimeColor.cs
  class Anime (line 8) | public static partial class Anime
    method Play (line 10) | public static IObservable<Color> Play(Color from, Color to, IAnimator ...
    method Play (line 15) | public static IObservable<Color> Play(Color from, Color to, IAnimator ...
    method PlayIn (line 21) | public static IObservable<Color> PlayIn(Color from, Color inEnd, Color...
    method PlayIn (line 26) | public static IObservable<Color> PlayIn(Color from, Color inEnd, Color...
    method PlayOut (line 38) | public static IObservable<Color> PlayOut(Color from, Color outStart, C...
    method PlayOut (line 43) | public static IObservable<Color> PlayOut(Color from, Color outStart, C...
    method PlayInOut (line 55) | public static IObservable<Color> PlayInOut(Color from, Color inEnd, Co...
    method PlayInOut (line 60) | public static IObservable<Color> PlayInOut(Color from, Color inEnd, Co...
    method Play (line 85) | public static IObservable<Color> Play(Color[] path, IAnimator animator)
    method Play (line 90) | public static IObservable<Color> Play(Color[] path, IAnimator animator...
    method Play (line 115) | public static IObservable<Color> Play(this IObservable<Color> self, Co...
    method Play (line 120) | public static IObservable<Color> Play(this IObservable<Color> self, Co...
    method Play (line 125) | public static IObservable<Color> Play(this IObservable<Color> self, Co...
    method Play (line 130) | public static IObservable<Color> Play(this IObservable<Color> self, Co...
    method Play (line 138) | public static IObservable<Color> Play(this IObservable<Color> self, Co...
    method Play (line 143) | public static IObservable<Color> Play(this IObservable<Color> self, Co...
    method Play (line 148) | public static IObservable<Color> Play(this IObservable<Color> self, Co...
    method Play (line 153) | public static IObservable<Color> Play(this IObservable<Color> self, Co...
    method PlayRelative (line 164) | public static IObservable<Color> PlayRelative(Color from, Color relati...
    method PlayRelative (line 169) | public static IObservable<Color> PlayRelative(Color from, Color relati...
    method PlayRelative (line 174) | public static IObservable<Color> PlayRelative(this IObservable<Color> ...
    method PlayRelative (line 179) | public static IObservable<Color> PlayRelative(this IObservable<Color> ...
    method PlayRelative (line 184) | public static IObservable<Color> PlayRelative(this IObservable<Color> ...
    method PlayRelative (line 189) | public static IObservable<Color> PlayRelative(this IObservable<Color> ...
    method Lerp (line 194) | public static IObservable<Color> Lerp(this IObservable<float> self, Co...

FILE: Assets/Plugins/AnimeRx/Player/AnimeVector1.cs
  class Anime (line 8) | public static partial class Anime
    method Play (line 10) | public static IObservable<float> Play(float from, float to, IAnimator ...
    method Play (line 15) | public static IObservable<float> Play(float from, float to, IAnimator ...
    method PlayIn (line 21) | public static IObservable<float> PlayIn(float from, float inEnd, float...
    method PlayIn (line 26) | public static IObservable<float> PlayIn(float from, float inEnd, float...
    method PlayOut (line 38) | public static IObservable<float> PlayOut(float from, float outStart, f...
    method PlayOut (line 43) | public static IObservable<float> PlayOut(float from, float outStart, f...
    method PlayInOut (line 55) | public static IObservable<float> PlayInOut(float from, float inEnd, fl...
    method PlayInOut (line 60) | public static IObservable<float> PlayInOut(float from, float inEnd, fl...
    method Play (line 85) | public static IObservable<float> Play(float[] path, IAnimator animator)
    method Play (line 90) | public static IObservable<float> Play(float[] path, IAnimator animator...
    method Play (line 115) | public static IObservable<float> Play(this IObservable<float> self, fl...
    method Play (line 120) | public static IObservable<float> Play(this IObservable<float> self, fl...
    method Play (line 125) | public static IObservable<float> Play(this IObservable<float> self, fl...
    method Play (line 130) | public static IObservable<float> Play(this IObservable<float> self, fl...
    method Play (line 138) | public static IObservable<float> Play(this IObservable<float> self, fl...
    method Play (line 143) | public static IObservable<float> Play(this IObservable<float> self, fl...
    method Play (line 149) | public static IObservable<float> Play(this IObservable<float> self, fl...
    method Play (line 154) | public static IObservable<float> Play(this IObservable<float> self, fl...
    method PlayRelative (line 165) | public static IObservable<float> PlayRelative(float from, float relati...
    method PlayRelative (line 170) | public static IObservable<float> PlayRelative(float from, float relati...
    method PlayRelative (line 175) | public static IObservable<float> PlayRelative(this IObservable<float> ...
    method PlayRelative (line 180) | public static IObservable<float> PlayRelative(this IObservable<float> ...
    method PlayRelative (line 185) | public static IObservable<float> PlayRelative(this IObservable<float> ...
    method PlayRelative (line 190) | public static IObservable<float> PlayRelative(this IObservable<float> ...
    method Lerp (line 195) | public static IObservable<float> Lerp(this IObservable<float> self, fl...

FILE: Assets/Plugins/AnimeRx/Player/AnimeVector2.cs
  class Anime (line 8) | public static partial class Anime
    method Play (line 10) | public static IObservable<Vector2> Play(Vector2 from, Vector2 to, IAni...
    method Play (line 15) | public static IObservable<Vector2> Play(Vector2 from, Vector2 to, IAni...
    method PlayIn (line 21) | public static IObservable<Vector2> PlayIn(Vector2 from, Vector2 inEnd,...
    method PlayIn (line 26) | public static IObservable<Vector2> PlayIn(Vector2 from, Vector2 inEnd,...
    method PlayOut (line 38) | public static IObservable<Vector2> PlayOut(Vector2 from, Vector2 outSt...
    method PlayOut (line 43) | public static IObservable<Vector2> PlayOut(Vector2 from, Vector2 outSt...
    method PlayInOut (line 55) | public static IObservable<Vector2> PlayInOut(Vector2 from, Vector2 inE...
    method PlayInOut (line 60) | public static IObservable<Vector2> PlayInOut(Vector2 from, Vector2 inE...
    method Play (line 85) | public static IObservable<Vector2> Play(Vector2[] path, IAnimator anim...
    method Play (line 90) | public static IObservable<Vector2> Play(Vector2[] path, IAnimator anim...
    method Play (line 115) | public static IObservable<Vector2> Play(this IObservable<Vector2> self...
    method Play (line 120) | public static IObservable<Vector2> Play(this IObservable<Vector2> self...
    method Play (line 125) | public static IObservable<Vector2> Play(this IObservable<Vector2> self...
    method Play (line 130) | public static IObservable<Vector2> Play(this IObservable<Vector2> self...
    method Play (line 138) | public static IObservable<Vector2> Play(this IObservable<Vector2> self...
    method Play (line 143) | public static IObservable<Vector2> Play(this IObservable<Vector2> self...
    method Play (line 149) | public static IObservable<Vector2> Play(this IObservable<Vector2> self...
    method Play (line 154) | public static IObservable<Vector2> Play(this IObservable<Vector2> self...
    method PlayRelative (line 165) | public static IObservable<Vector2> PlayRelative(Vector2 from, Vector2 ...
    method PlayRelative (line 170) | public static IObservable<Vector2> PlayRelative(Vector2 from, Vector2 ...
    method PlayRelative (line 175) | public static IObservable<Vector2> PlayRelative(this IObservable<Vecto...
    method PlayRelative (line 180) | public static IObservable<Vector2> PlayRelative(this IObservable<Vecto...
    method PlayRelative (line 185) | public static IObservable<Vector2> PlayRelative(this IObservable<Vecto...
    method PlayRelative (line 190) | public static IObservable<Vector2> PlayRelative(this IObservable<Vecto...
    method Lerp (line 195) | public static IObservable<Vector2> Lerp(this IObservable<float> self, ...

FILE: Assets/Plugins/AnimeRx/Player/AnimeVector3.cs
  class Anime (line 8) | public static partial class Anime
    method Play (line 10) | public static IObservable<Vector3> Play(Vector3 from, Vector3 to, IAni...
    method Play (line 15) | public static IObservable<Vector3> Play(Vector3 from, Vector3 to, IAni...
    method PlayIn (line 21) | public static IObservable<Vector3> PlayIn(Vector3 from, Vector3 inEnd,...
    method PlayIn (line 26) | public static IObservable<Vector3> PlayIn(Vector3 from, Vector3 inEnd,...
    method PlayOut (line 38) | public static IObservable<Vector3> PlayOut(Vector3 from, Vector3 outSt...
    method PlayOut (line 43) | public static IObservable<Vector3> PlayOut(Vector3 from, Vector3 outSt...
    method PlayInOut (line 55) | public static IObservable<Vector3> PlayInOut(Vector3 from, Vector3 inE...
    method PlayInOut (line 60) | public static IObservable<Vector3> PlayInOut(Vector3 from, Vector3 inE...
    method Play (line 85) | public static IObservable<Vector3> Play(Vector3[] path, IAnimator anim...
    method Play (line 90) | public static IObservable<Vector3> Play(Vector3[] path, IAnimator anim...
    method Play (line 115) | public static IObservable<Vector3> Play(this IObservable<Vector3> self...
    method Play (line 120) | public static IObservable<Vector3> Play(this IObservable<Vector3> self...
    method Play (line 125) | public static IObservable<Vector3> Play(this IObservable<Vector3> self...
    method Play (line 130) | public static IObservable<Vector3> Play(this IObservable<Vector3> self...
    method Play (line 138) | public static IObservable<Vector3> Play(this IObservable<Vector3> self...
    method Play (line 143) | public static IObservable<Vector3> Play(this IObservable<Vector3> self...
    method Play (line 149) | public static IObservable<Vector3> Play(this IObservable<Vector3> self...
    method Play (line 154) | public static IObservable<Vector3> Play(this IObservable<Vector3> self...
    method PlayRelative (line 165) | public static IObservable<Vector3> PlayRelative(Vector3 from, Vector3 ...
    method PlayRelative (line 170) | public static IObservable<Vector3> PlayRelative(Vector3 from, Vector3 ...
    method PlayRelative (line 175) | public static IObservable<Vector3> PlayRelative(this IObservable<Vecto...
    method PlayRelative (line 180) | public static IObservable<Vector3> PlayRelative(this IObservable<Vecto...
    method PlayRelative (line 185) | public static IObservable<Vector3> PlayRelative(this IObservable<Vecto...
    method PlayRelative (line 190) | public static IObservable<Vector3> PlayRelative(this IObservable<Vecto...
    method Lerp (line 195) | public static IObservable<Vector3> Lerp(this IObservable<float> self, ...

FILE: Assets/Plugins/AnimeRx/Player/AnimeVector4.cs
  class Anime (line 8) | public static partial class Anime
    method Play (line 10) | public static IObservable<Vector4> Play(Vector4 from, Vector4 to, IAni...
    method Play (line 15) | public static IObservable<Vector4> Play(Vector4 from, Vector4 to, IAni...
    method PlayIn (line 21) | public static IObservable<Vector4> PlayIn(Vector4 from, Vector4 inEnd,...
    method PlayIn (line 26) | public static IObservable<Vector4> PlayIn(Vector4 from, Vector4 inEnd,...
    method PlayOut (line 38) | public static IObservable<Vector4> PlayOut(Vector4 from, Vector4 outSt...
    method PlayOut (line 43) | public static IObservable<Vector4> PlayOut(Vector4 from, Vector4 outSt...
    method PlayInOut (line 55) | public static IObservable<Vector4> PlayInOut(Vector4 from, Vector4 inE...
    method PlayInOut (line 60) | public static IObservable<Vector4> PlayInOut(Vector4 from, Vector4 inE...
    method Play (line 85) | public static IObservable<Vector4> Play(Vector4[] path, IAnimator anim...
    method Play (line 90) | public static IObservable<Vector4> Play(Vector4[] path, IAnimator anim...
    method Play (line 115) | public static IObservable<Vector4> Play(this IObservable<Vector4> self...
    method Play (line 120) | public static IObservable<Vector4> Play(this IObservable<Vector4> self...
    method Play (line 125) | public static IObservable<Vector4> Play(this IObservable<Vector4> self...
    method Play (line 130) | public static IObservable<Vector4> Play(this IObservable<Vector4> self...
    method Play (line 138) | public static IObservable<Vector4> Play(this IObservable<Vector4> self...
    method Play (line 143) | public static IObservable<Vector4> Play(this IObservable<Vector4> self...
    method Play (line 149) | public static IObservable<Vector4> Play(this IObservable<Vector4> self...
    method Play (line 154) | public static IObservable<Vector4> Play(this IObservable<Vector4> self...
    method PlayRelative (line 165) | public static IObservable<Vector4> PlayRelative(Vector4 from, Vector4 ...
    method PlayRelative (line 170) | public static IObservable<Vector4> PlayRelative(Vector4 from, Vector4 ...
    method PlayRelative (line 175) | public static IObservable<Vector4> PlayRelative(this IObservable<Vecto...
    method PlayRelative (line 180) | public static IObservable<Vector4> PlayRelative(this IObservable<Vecto...
    method PlayRelative (line 185) | public static IObservable<Vector4> PlayRelative(this IObservable<Vecto...
    method PlayRelative (line 190) | public static IObservable<Vector4> PlayRelative(this IObservable<Vecto...
    method Lerp (line 195) | public static IObservable<Vector4> Lerp(this IObservable<float> self, ...

FILE: Assets/Plugins/AnimeRx/Player/Stay.cs
  class Anime (line 6) | public static partial class Anime
    method Stay (line 8) | public static IObservable<T> Stay<T>(T value)
    method Stay (line 13) | public static IObservable<T> Stay<T>(this IObservable<T> self, T value)

FILE: Assets/Plugins/AnimeRx/Player/Stop.cs
  class Anime (line 5) | public static partial class Anime
    method Sleep (line 7) | public static IObservable<Unit> Sleep(float duration)
    method Sleep (line 12) | public static IObservable<Unit> Sleep(float duration, IScheduler sched...
    method Sleep (line 17) | public static IObservable<T> Sleep<T>(float duration, T value)
    method Sleep (line 22) | public static IObservable<T> Sleep<T>(float duration, T value, ISchedu...
    method Sleep (line 27) | public static IObservable<T> Sleep<T>(this IObservable<T> self, float ...
    method Sleep (line 32) | public static IObservable<T> Sleep<T>(this IObservable<T> self, float ...
    method Sleep (line 38) | public static IObservable<T> Sleep<T>(this IObservable<T> self, float ...
    method Sleep (line 43) | public static IObservable<T> Sleep<T>(this IObservable<T> self, float ...

FILE: Assets/Plugins/AnimeRx/Rx/FromMicroCoroutineWithInitialValue.cs
  class RxExtensions (line 9) | internal static class RxExtensions
    method FromMicroCoroutineWithInitialValue (line 11) | public static IObservable<T> FromMicroCoroutineWithInitialValue<T>(
    class FromMicroCoroutineWithInitialValueObservable (line 18) | internal class FromMicroCoroutineWithInitialValueObservable<T> : Opera...
      method FromMicroCoroutineWithInitialValueObservable (line 24) | public FromMicroCoroutineWithInitialValueObservable(
      method SubscribeCore (line 34) | protected override IDisposable SubscribeCore(IObserver<T> observer, ...
      class FromMicroCoroutine (line 66) | class FromMicroCoroutine : OperatorObserverBase<T, T>
        method FromMicroCoroutine (line 68) | public FromMicroCoroutine(IObserver<T> observer, IDisposable cance...
        method OnNext (line 72) | public override void OnNext(T value)
        method OnError (line 85) | public override void OnError(Exception error)
        method OnCompleted (line 97) | public override void OnCompleted()

FILE: Assets/Plugins/AnimeRx/Scheduler/IScheduler.cs
  type IScheduler (line 3) | public interface IScheduler

FILE: Assets/Plugins/AnimeRx/Scheduler/TimeScheduler.cs
  class TimeScheduler (line 5) | public class TimeScheduler : IScheduler

FILE: Assets/Plugins/AnimeRx/Scheduler/UnscaledTimeScheduler.cs
  class UnscaledTimeScheduler (line 5) | public class UnscaledTimeScheduler : IScheduler
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]

About this extraction

This page contains the full source code of the kyubuns/AnimeRx GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 160 files (344.7 KB), approximately 120.6k tokens, and a symbol index with 555 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.

Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.

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