[
  {
    "path": ".github/FUNDING.yml",
    "content": "# These are supported funding model platforms\n\ngithub: [kyubuns]\npatreon: # Replace with a single Patreon username\nopen_collective: # Replace with a single Open Collective username\nko_fi: # Replace with a single Ko-fi username\ntidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel\ncommunity_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry\nliberapay: # Replace with a single Liberapay username\nissuehunt: # Replace with a single IssueHunt username\notechie: # Replace with a single Otechie username\ncustom: ['https://www.buymeacoffee.com/kyubuns']\n"
  },
  {
    "path": ".gitignore",
    "content": "[Ll]ibrary/\n[Tt]emp/\n[Oo]bj/\n[Bb]uild/\n[Bb]uilds/\n[Ll]ogs/\nRecordings/\nAssets/AssetStoreTools*\n\n# Visual Studio 2015 cache directory\n/.vs/\n\n# Autogenerated VS/MD/Consulo solution and project files\nExportedObj/\n.consulo/\n*.csproj\n*.unityproj\n*.sln\n*.suo\n*.tmp\n*.user\n*.userprefs\n*.pidb\n*.booproj\n*.svd\n*.pdb\n\n# Unity3D generated meta files\n*.pidb.meta\n*.pdb.meta\n\n# Unity3D Generated File On Crash Reports\nsysinfo.txt\n\n# Builds\n*.apk\n*.unitypackage\n\n# Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio and Webstorm\n# Reference: https://intellij-support.jetbrains.com/hc/en-us/articles/206544839\n\n# User-specific stuff:\n.idea/**/workspace.xml\n.idea/**/tasks.xml\n.idea/dictionaries\n\n# Sensitive or high-churn files:\n.idea/**/dataSources/\n.idea/**/dataSources.ids\n.idea/**/dataSources.xml\n.idea/**/dataSources.local.xml\n.idea/**/sqlDataSources.xml\n.idea/**/dynamic.xml\n.idea/**/uiDesigner.xml\n.idea/**/contentModel.xml\n\n# Gradle:\n.idea/**/gradle.xml\n.idea/**/libraries\n\n# CMake\ncmake-build-debug/\n\n# Mongo Explorer plugin:\n.idea/**/mongoSettings.xml\n\n## File-based project format:\n*.iws\n\n## Plugin-specific files:\n\n# IntelliJ\nout/\n\n# mpeltonen/sbt-idea plugin\n.idea_modules/\n\n# JIRA plugin\natlassian-ide-plugin.xml\n\n# Cursive Clojure plugin\n.idea/replstate.xml\n\n# Crashlytics plugin (for Android Studio and IntelliJ)\ncom_crashlytics_export_strings.xml\ncrashlytics.properties\ncrashlytics-build.properties\nfabric.properties\n\n.idea\n"
  },
  {
    "path": "AnimeRx.sln.DotSettings",
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    "path": "Assets/Development/Development.cs",
    "content": "﻿using System;\nusing System.Collections;\nusing UniRx;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityEngine.UI;\nusing Random = UnityEngine.Random;\n\nnamespace AnimeRx.Dev\n{\n    public class Development : MonoBehaviour\n    {\n        [SerializeField] private GameObject cube = default;\n        [SerializeField] private GameObject cube2 = default;\n        [SerializeField] private GameObject cube3 = default;\n        [SerializeField] private GameObject sphere = default;\n        [SerializeField] private GameObject sphere2 = default;\n        [SerializeField] private AnimationCurve curve = default;\n        [SerializeField] private Slider slider1 = default;\n        [SerializeField] private Slider slider2 = default;\n\n        public IEnumerator Start()\n        {\n            cube.transform.position = new Vector3(-5f, -1f, 0f);\n            cube2.transform.position = new Vector3(-5f, 1f, 0f);\n            cube3.transform.position = new Vector3(0f, 3f, 0f);\n\n            // cube.SetActive(false);\n            // cube2.SetActive(false);\n            cube3.SetActive(false);\n            sphere.SetActive(false);\n            sphere2.SetActive(false);\n\n            slider1.gameObject.SetActive(false);\n            slider2.gameObject.SetActive(false);\n\n            yield return new WaitForSeconds(0.5f);\n            Shuffle();\n            yield return null;\n        }\n\n        private void BugCheck()\n        {\n            Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), Motion.Uniform(4f))\n                .PlayRelative(new Vector3(0f, 3f, 0f), Motion.Uniform(4f))\n                .SubscribeToPosition(cube);\n        }\n\n        private class ShuffleAnimator : IAnimator\n        {\n            private readonly float duration;\n\n            public ShuffleAnimator(float duration)\n            {\n                this.duration = duration;\n            }\n\n            public float CalcFinishTime(float distance)\n            {\n                return duration;\n            }\n\n            public float CalcPosition(float time, float distance)\n            {\n                return Random.Range(0f, 1f);\n            }\n        }\n\n        private void Shuffle()\n        {\n            var shuffleX = Anime.Play(-1f, 1f, new ShuffleAnimator(3f));\n            var shuffleY = Anime.Play(-1f, 1f, new ShuffleAnimator(3f));\n\n            Observable.CombineLatest(shuffleX, shuffleY)\n                .Select(x => new Vector3(x[0], x[1]))\n                .SubscribeToPosition(cube);\n        }\n\n        private void Sample1()\n        {\n            Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), Motion.Uniform(4f))\n                .StopRecording()\n                .SubscribeToPosition(cube);\n        }\n\n        private void Sample2()\n        {\n            var animator = Motion.Uniform(5f);\n            Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), animator)\n                .Play(new Vector3(0f, 3f, 0f), animator)\n                .StopRecording()\n                .SubscribeToPosition(cube);\n        }\n\n        private void Sample3()\n        {\n            Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), Easing.OutQuad(2f))\n                .StopRecording()\n                .SubscribeToPosition(cube);\n        }\n\n        private void Sample4()\n        {\n            var positions = new[]\n            {\n                new Vector3(-5f, 0f, 0f),\n                new Vector3(0f, 3f, 0f),\n                new Vector3(5f, 0f, 0f),\n                new Vector3(0f, -3f, 0f),\n                new Vector3(-5f, 0f, 0f),\n            };\n\n            Anime.Play(positions, Easing.InOutSine(6f))\n                .StopRecording()\n                .SubscribeToPosition(cube);\n        }\n\n        private void Sample5()\n        {\n            var x = Anime.Play(-5f, 5f, Easing.InOutSine(3f));\n\n            var y = Anime.Play(0f, 3f, Easing.InOutSine(1.5f))\n                .Play(0f, Easing.InOutSine(1.5f));\n\n            var z = Anime.Stay(0f);\n\n            Observable.CombineLatest(x, y, z)\n                .StopRecording()\n                .SubscribeToPosition(cube);\n        }\n\n        private void Sample6()\n        {\n            cube.transform.position\n                .Play(new Vector3(3f, 3f, 0f), Easing.OutBack(2f))\n                .StopRecording()\n                .SubscribeToPosition(cube);\n        }\n\n        private void Sample7()\n        {\n            Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f),\n                    Easing.InOutSine(1f))\n                .Play(new Vector3(-5f, 0f, 0f), Easing.InOutSine(1f))\n                .Repeat()\n                .SubscribeToPosition(cube);\n        }\n\n        private void Sample8()\n        {\n            Anime.Play(0f, Mathf.PI * 2f, Easing.OutCubic(3f))\n                .Select(x => new Vector3(Mathf.Sin(x), Mathf.Cos(x), 0.0f))\n                .Select(x => x * 3f)\n                .StopRecording()\n                .SubscribeToPosition(cube);\n        }\n\n        private void Sample9()\n        {\n            var leftCube1 = Anime\n                .Play(new Vector3(-5f, 0f, 0f), new Vector3(-0.5f, 0f, 0f), Easing.Linear(2.5f))\n                .DoToPosition(cube);\n\n            var rightCube1 = Anime\n                .Play(new Vector3(5f, 0f, 0f), new Vector3(0.5f, 0f, 0f), Easing.OutCubic(1f))\n                .DoToPosition(cube2);\n\n            var leftCube2 = Anime\n                .Play(new Vector3(-0.5f, 0f, 0f), new Vector3(-0.5f, 3f, 0f),\n                    Easing.OutCubic(1f))\n                .DoToPosition(cube);\n\n            var rightCube2 = Anime\n                .Play(new Vector3(0.5f, 0f, 0f), new Vector3(0.5f, 3f, 0f),\n                    Easing.OutCubic(1f))\n                .DoToPosition(cube2);\n\n            Observable.WhenAll(leftCube1, rightCube1)\n                .ContinueWith(Observable.WhenAll(leftCube2, rightCube2))\n                .StopRecording()\n                .Subscribe();\n        }\n\n        private void Sample10()\n        {\n            Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(0f, 0f, 0f), Easing.OutExpo(2f))\n                .Sleep(1f)\n                .Play(new Vector3(5f, 0f, 0f), Easing.OutExpo(2f))\n                .StopRecording()\n                .SubscribeToPosition(cube);\n        }\n\n        private void Sample11()\n        {\n            Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), Motion.From(curve, 3f))\n                .StopRecording()\n                .SubscribeToPosition(cube);\n        }\n\n        private IEnumerator Sample12()\n        {\n            var hp = new ReactiveProperty<int>(100);\n            var gauge = new ReactiveProperty<float>(100.0f);\n\n            // HPゲージは、実際の値に1.5秒かけて追いつく\n            hp\n                .Select(x => Anime.Play(gauge.Value, x, Easing.OutSine(1.5f)))\n                .Switch()\n                .Subscribe(x => gauge.Value = x);\n\n            gauge.Subscribe(x =>\n            {\n                // HPゲージの長さにする\n                Debug.LogFormat(\"hp: {0}\", x);\n            });\n\n            yield return new WaitForSeconds(1.0f);\n\n            Debug.Log(\"ダメージを受けてHPが30に！\");\n            hp.Value = 30;\n\n            yield return new WaitForSeconds(1.0f);\n\n            Debug.Log(\"回復してHPが80に！\");\n            hp.Value = 80;\n        }\n\n        private void Sample13()\n        {\n            var hp = new ReactiveProperty<float>(1.0f);\n            var gauge = new ReactiveProperty<float>(1.0f);\n\n            slider1.OnValueChangedAsObservable().Subscribe(x => hp.Value = x);\n\n            hp\n                .Select(x => Anime.Play(gauge.Value, x, Easing.OutCubic(1f)))\n                .Switch()\n                .Subscribe(x => gauge.Value = x);\n\n            gauge.Subscribe(x => { slider2.value = x; });\n\n            Anime.Sleep(0f)\n                .DoOnCompleted(() => slider1.value = 0.3f)\n                .Sleep(1f)\n                .DoOnCompleted(() => slider1.value = 0.8f)\n                .Sleep(1f)\n                .DoOnCompleted(() => slider1.value = 0.0f)\n                .Sleep(0.5f)\n                .DoOnCompleted(() => slider1.value = 1.0f)\n                .Subscribe();\n        }\n\n        private void Sample14()\n        {\n            Anime.PlayRelative(new Vector3(-5f, 0.75f, 0f), new Vector3(5f, 0f, 0f),\n                    Easing.InCubic(Velocity.FromPerSecond(2f)))\n                .PlayRelative(new Vector3(5f, 0f, 0f), Easing.OutCubic(Velocity.FromPerSecond(2f)))\n                .SubscribeToPosition(cube);\n\n            Anime.PlayRelative(new Vector3(-5f, -0.75f, 0f), new Vector3(5f, 0f, 0f),\n                    Easing.InCubic(Velocity.FromPerSecond(2f)))\n                .PlayRelative(new Vector3(5f, 0f, 0f), Easing.OutCubic(Velocity.FromPerSecond(2f)))\n                .SubscribeToPosition(cube2);\n        }\n\n        private void Sample15()\n        {\n            var circle = Anime.Play(0f, Mathf.PI * 2f * 6f, Easing.Linear(6f))\n                .Select(x => new Vector3(Mathf.Sin(x), Mathf.Cos(x), 0.0f));\n\n            var radius = Anime.Play(3f, 0f, Easing.InOutSine(3f))\n                .Play(3f, Easing.InOutSine(3f));\n\n            Observable.CombineLatest(\n                    circle,\n                    radius,\n                    Tuple.Create\n                )\n                .Select(x => x.Item1 * x.Item2)\n                .StopRecording()\n                .SubscribeToPosition(cube);\n        }\n\n        private void Sample16()\n        {\n            Anime.PlayRelative(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f),\n                    Easing.Linear(1f))\n                .PlayRelative(new Vector3(5f, 0f, 0f), Easing.Linear(1f))\n                .Do(x => Debug.LogFormat(\"cube1 {0} {1}\", Time.time, x.x))\n                .SubscribeToPosition(cube);\n\n            Anime.PlayRelative(new Vector3(-5f, -1f, 0f), new Vector3(5f, 0f, 0f),\n                    Easing.Linear(1f))\n                .PlayRelative(new Vector3(5f, 0f, 0f), Easing.Linear(1f))\n                .Do(x => Debug.LogFormat(\"cube2 {0} {1}\", Time.time, x.x))\n                .SubscribeToPosition(cube2);\n\n            Observable.Interval(TimeSpan.FromSeconds(5f))\n                .Subscribe(_ => Sample16());\n        }\n\n        private void Sample17()\n        {\n            var flow = Anime.Play(Easing.InOutExpo(2.5f))\n                .Sleep(0.5f)\n                .Play(1.0f, 0.0f, Easing.InOutExpo(2.5f));\n\n            flow\n                .Lerp(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f))\n                .SubscribeToPosition(cube);\n\n            flow\n                .Range(0.0f, 0.5f)\n                .Lerp(new Vector3(-5f, -1f, 0f), new Vector3(0f, -1f, 0f))\n                .SubscribeToPosition(cube2);\n        }\n\n        private void Sample18()\n        {\n            var circle = Anime\n                .Play(0f, Mathf.PI * 2f, Easing.OutCubic(3f))\n                .Select(x => new Vector3(Mathf.Sin(x), Mathf.Cos(x), 0.0f))\n                .Select(x => x * 3f);\n\n            circle\n                .SubscribeToPosition(cube);\n\n            circle\n                .Delay(TimeSpan.FromSeconds(0.3f))\n                .SubscribeToPosition(cube2);\n\n            circle\n                .Delay(TimeSpan.FromSeconds(0.55f))\n                .SubscribeToPosition(cube3);\n        }\n\n        private void Sample19()\n        {\n            Anime.Play(new Vector3(0f, 0f, 0f), new Vector3(3f, 0f, 0f), new Sample19Animator())\n                .PlayRelative(new Vector3(0f, 3f, 0f), Easing.Linear(1f))\n                .SubscribeToPosition(cube);\n        }\n\n        public class Sample19Animator : IAnimator\n        {\n            public float CalcFinishTime(float distance)\n            {\n                return 3.0f;\n            }\n\n            public float CalcPosition(float time, float distance)\n            {\n                return 0.0f;\n            }\n        }\n\n        public void Sample20()\n        {\n            var circle = Anime\n                .Play(Mathf.PI, Mathf.PI * 2f * 3f, Easing.InOutSine(3f))\n                .Select(x => new Vector3(Mathf.Sin(x), Mathf.Cos(x), 0f));\n\n            var straight = Anime\n                .Play(-3f, 3f, Easing.InOutSine(3f))\n                .Select(x => new Vector3(0f, x, 0f));\n\n            Observable.CombineLatest(circle, straight)\n                .Sum()\n                .StopRecording()\n                .SubscribeToPosition(cube);\n        }\n\n        public void Sample21()\n        {\n            var x = Anime.Play(1.0f, 0.5f, Easing.InOutSine(1f))\n                .Play(1.0f, Easing.OutElastic(0.8f));\n\n            var y = Anime.Play(1.0f, 1.2f, Easing.InOutSine(1f))\n                .Play(1.0f, Easing.OutElastic(0.8f));\n\n            Observable.CombineLatest(x, y)\n                .Select(s => new Vector3(s[0], s[1], 1f))\n                .SubscribeToLocalScale(sphere);\n        }\n\n        public void Sample22()\n        {\n            Anime.Play(7.5f, 3f, Easing.OutElastic(1f))\n                .SubscribeToPositionY(sphere2);\n        }\n\n        public void Sample23()\n        {\n            /*\n            Anime.Shake(new Vector3(3f, 3f, 0f), Shaker.Simple(1f))ssss\n                .SubscribeToPosition(sphere2);\n            */\n        }\n\n        public void Sample24()\n        {\n            Anime.PlayInOut(-5f, -2f, 2f, 5f, Easing.InCubic(1f), Easing.OutCubic(1f))\n                .StopRecording()\n                .SubscribeToPositionX(cube);\n        }\n\n        public void Sample25()\n        {\n            Anime.PlayInOut(-5f, -2f, 2f, 5f, Easing.InCubic(1.5f), Easing.OutCubic(1.5f))\n                .StopRecording()\n                .DoOnCompleted(() => Debug.LogFormat(\"{0} Complete\", Time.time))\n                .SubscribeToPositionX(cube);\n\n            Anime.PlayInOut(-5f, -2f, 0f, 3f, Easing.InCubic(1.5f), Easing.OutCubic(1.5f))\n                .DoOnCompleted(() => Debug.LogFormat(\"{0} Complete\", Time.time))\n                .SubscribeToPositionX(cube2);\n        }\n\n        public void Sample26()\n        {\n            Anime.PlayInOut(-5f, -2f, 2f, 5f, Easing.InCubic(1f), Easing.OutCubic(5f))\n                .StopRecording()\n                .SubscribeToPositionX(cube);\n        }\n\n        public void Update()\n        {\n            // Debug.LogFormat(\"update {0} {1} {2}\", Time.time, cube.transform.position.x, cube2.transform.position.x);\n        }\n    }\n\n    public static class Util\n    {\n        public static IObservable<T> StopRecording<T>(this IObservable<T> source)\n        {\n            return source.DoOnCompleted(() =>\n            {\n                Observable.Timer(TimeSpan.FromSeconds(0.5f)).Subscribe(x => EditorApplication.isPlaying = false);\n            });\n        }\n\n        public static IObservable<T> StopRecordingSoon<T>(this IObservable<T> source)\n        {\n            return source.DoOnCompleted(() =>\n            {\n                EditorApplication.isPlaying = false;\n            });\n        }\n    }\n}\n"
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    "content": "﻿using System;\nusing UniRx;\n\nnamespace AnimeRx\n{\n    public class CompositeAnimator : IAnimator\n    {\n        private readonly Tuple<IAnimator, float>[] animators;\n        private readonly float[] times;\n        private readonly float totalDistance;\n\n        public CompositeAnimator(Tuple<IAnimator, float>[] animators)\n        {\n            this.animators = animators;\n\n            times = new float[animators.Length];\n            for (var i = 0; i < animators.Length; ++i)\n            {\n                totalDistance += animators[i].Item2;\n                times[i] = animators[i].Item1.CalcFinishTime(animators[i].Item2);\n            }\n        }\n\n        public float CalcFinishTime(float distance)\n        {\n            var total = 0.0f;\n            for (var i = 0; i < animators.Length; ++i)\n            {\n                total += times[i];\n            }\n            return total;\n        }\n\n        public float CalcPosition(float time, float distance)\n        {\n            var i = 0;\n            var calcedDistance = 0.0f;\n            for (; i < animators.Length - 1; ++i)\n            {\n                if (times[i] < time)\n                {\n                    time -= times[i];\n                    calcedDistance += animators[i].Item2;\n                    continue;\n                }\n\n                break;\n            }\n\n            return (animators[i].Item1.CalcPosition(time, animators[i].Item2) * animators[i].Item2 + calcedDistance) / totalDistance;\n        }\n    }\n}\n"
  },
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  },
  {
    "path": "Assets/Plugins/AnimeRx/Animator/Easing/Back.cs",
    "content": "﻿using System;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static partial class Easing\n    {\n        public static IAnimator InBack(float duration)\n        {\n            return new EasingDurationAnimator(duration, new InBackEasing());\n        }\n\n        public static IAnimator OutBack(float duration)\n        {\n            return new EasingDurationAnimator(duration, new OutBackEasing());\n        }\n\n        public static IAnimator InOutBack(float duration)\n        {\n            return new EasingDurationAnimator(duration, new InOutBackEasing());\n        }\n\n        public static IAnimator InBack(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new InBackEasing());\n        }\n\n        public static IAnimator OutBack(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new OutBackEasing());\n        }\n\n        public static IAnimator InOutBack(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new InOutBackEasing());\n        }\n\n        private class InBackEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                return v * v * v - v * Mathf.Sin(v * Pi);\n            }\n        }\n\n        private class OutBackEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                var f = (1f - v);\n                return 1f - (f * f * f - f * Mathf.Sin(f * Pi));\n            }\n        }\n\n        private class InOutBackEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                if (v < 0.5f)\n                {\n                    var f = 2f * v;\n                    return 0.5f * (f * f * f - f * Mathf.Sin(f * Pi));\n                }\n                else\n                {\n                    var f = (1 - (2 * v - 1));\n                    return 0.5f * (1f - (f * f * f - f * Mathf.Sin(f * Pi))) + 0.5f;\n                }\n            }\n        }\n    }\n}\n"
  },
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  },
  {
    "path": "Assets/Plugins/AnimeRx/Animator/Easing/Bounce.cs",
    "content": "﻿using System;\n\nnamespace AnimeRx\n{\n    public static partial class Easing\n    {\n        public static IAnimator InBounce(float duration)\n        {\n            return new EasingDurationAnimator(duration, new InBounceEasing());\n        }\n\n        public static IAnimator OutBounce(float duration)\n        {\n            return new EasingDurationAnimator(duration, new OutBounceEasing());\n        }\n\n        public static IAnimator InOutBounce(float duration)\n        {\n            return new EasingDurationAnimator(duration, new InOutBounceEasing());\n        }\n\n        public static IAnimator InBounce(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new InBounceEasing());\n        }\n\n        public static IAnimator OutBounce(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new OutBounceEasing());\n        }\n\n        public static IAnimator InOutBounce(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new InOutBounceEasing());\n        }\n\n        private class InBounceEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                return Bounce(v);\n            }\n\n            public static float Bounce(float v)\n            {\n                return 1 - OutBounceEasing.Bounce(1 - v);\n            }\n        }\n\n        private class OutBounceEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                return Bounce(v);\n            }\n\n            public static float Bounce(float v)\n            {\n                if (v < 4f / 11.0f)\n                {\n                    return (121f * v * v) / 16.0f;\n                }\n                else if (v < 8f / 11.0f)\n                {\n                    return (363f / 40.0f * v * v) - (99f / 10.0f * v) + 17f / 5.0f;\n                }\n                else if (v < 9f / 10.0f)\n                {\n                    return (4356f / 361.0f * v * v) - (35442f / 1805.0f * v) + 16061f / 1805.0f;\n                }\n                else\n                {\n                    return (54f / 5.0f * v * v) - (513f / 25.0f * v) + 268f / 25.0f;\n                }\n            }\n        }\n\n        private class InOutBounceEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                if (v < 0.5f)\n                {\n                    return 0.5f * InBounceEasing.Bounce(v * 2f);\n                }\n                else\n                {\n                    return 0.5f * OutBounceEasing.Bounce(v * 2f - 1f) + 0.5f;\n                }\n            }\n        }\n    }\n}\n"
  },
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    "path": "Assets/Plugins/AnimeRx/Animator/Easing/Bounce.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: 86aecea83d0f4571b242ded3a75e7b77\r\ntimeCreated: 1517750440"
  },
  {
    "path": "Assets/Plugins/AnimeRx/Animator/Easing/Circ.cs",
    "content": "﻿using System;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static partial class Easing\n    {\n        public static IAnimator InCirc(float duration)\n        {\n            return new EasingDurationAnimator(duration, new InCircEasing());\n        }\n\n        public static IAnimator OutCirc(float duration)\n        {\n            return new EasingDurationAnimator(duration, new OutCircEasing());\n        }\n\n        public static IAnimator InOutCirc(float duration)\n        {\n            return new EasingDurationAnimator(duration, new InOutCircEasing());\n        }\n\n        public static IAnimator InCirc(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new InCircEasing());\n        }\n\n        public static IAnimator OutCirc(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new OutCircEasing());\n        }\n\n        public static IAnimator InOutCirc(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new InOutCircEasing());\n        }\n\n        private class InCircEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                return 1f - Mathf.Sqrt(1f - (v * v));\n            }\n        }\n\n        private class OutCircEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                return Mathf.Sqrt((2f - v) * v);\n            }\n        }\n\n        private class InOutCircEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                if (v < 0.5f)\n                {\n                    return 0.5f * (1 - Mathf.Sqrt(1f - 4f * (v * v)));\n                }\n                else\n                {\n                    return 0.5f * (Mathf.Sqrt(-((2f * v) - 3f) * ((2f * v) - 1f)) + 1f);\n                }\n            }\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/AnimeRx/Animator/Easing/Circ.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: 9d2234ed8866415e94bd651a89436fcd\r\ntimeCreated: 1517750123"
  },
  {
    "path": "Assets/Plugins/AnimeRx/Animator/Easing/Const.cs",
    "content": "﻿using UnityEngine;\n\nnamespace AnimeRx\n{\n    public static partial class Easing\n    {\n        private const float Pi = Mathf.PI;\n        private const float HalfPi = Mathf.PI / 2.0f;\n    }\n}\n"
  },
  {
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  },
  {
    "path": "Assets/Plugins/AnimeRx/Animator/Easing/Cubic.cs",
    "content": "﻿using System;\n\nnamespace AnimeRx\n{\n    public static partial class Easing\n    {\n        public static IAnimator InCubic(float duration)\n        {\n            return new EasingDurationAnimator(duration, new InCubicEasing());\n        }\n\n        public static IAnimator OutCubic(float duration)\n        {\n            return new EasingDurationAnimator(duration, new OutCubicEasing());\n        }\n\n        public static IAnimator InOutCubic(float duration)\n        {\n            return new EasingDurationAnimator(duration, new InOutCubicEasing());\n        }\n\n        public static IAnimator InCubic(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new InCubicEasing());\n        }\n\n        public static IAnimator OutCubic(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new OutCubicEasing());\n        }\n\n        public static IAnimator InOutCubic(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new InOutCubicEasing());\n        }\n\n        private class InCubicEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                return v * v * v;\n            }\n        }\n\n        private class OutCubicEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                var f = (v - 1f);\n                return f * f * f + 1f;\n            }\n        }\n\n        private class InOutCubicEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                if (v < 0.5f)\n                {\n                    return 4f * v * v * v;\n                }\n                else\n                {\n                    var f = ((2f * v) - 2f);\n                    return 0.5f * f * f * f + 1f;\n                }\n            }\n        }\n    }\n}\n"
  },
  {
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  },
  {
    "path": "Assets/Plugins/AnimeRx/Animator/Easing/EasingAnimator.cs",
    "content": "﻿using UnityEngine;\n\nnamespace AnimeRx\n{\n    public static partial class Easing\n    {\n        private class EasingDurationAnimator : IAnimator\n        {\n            private readonly float duration;\n            private readonly IEasing easing;\n\n            public EasingDurationAnimator(float duration, IEasing easing)\n            {\n                this.duration = Mathf.Max(duration, Mathf.Epsilon);\n                this.easing = easing;\n            }\n\n            public float CalcFinishTime(float distance)\n            {\n                return duration;\n            }\n\n            public float CalcPosition(float time, float distance)\n            {\n                return easing.Function(Mathf.Clamp01(time / duration));\n            }\n        }\n\n        private class EasingVelocityAnimator : IAnimator\n        {\n            private readonly float velocity;\n            private readonly IEasing easing;\n\n            public EasingVelocityAnimator(Velocity velocity, IEasing easing)\n            {\n                this.velocity = (float) velocity.PerSecond;\n                this.easing = easing;\n            }\n\n            public float CalcFinishTime(float distance)\n            {\n                return distance / velocity;\n            }\n\n            public float CalcPosition(float time, float distance)\n            {\n                return easing.Function(Mathf.Clamp01(time / CalcFinishTime(distance)));\n            }\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/AnimeRx/Animator/Easing/EasingAnimator.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: a930aaead775469db365fad3c5e383dc\r\ntimeCreated: 1517748989"
  },
  {
    "path": "Assets/Plugins/AnimeRx/Animator/Easing/Elastic.cs",
    "content": "﻿using System;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static partial class Easing\n    {\n        public static IAnimator InElastic(float duration)\n        {\n            return new EasingDurationAnimator(duration, new InElasticEasing());\n        }\n\n        public static IAnimator OutElastic(float duration)\n        {\n            return new EasingDurationAnimator(duration, new OutElasticEasing());\n        }\n\n        public static IAnimator InOutElastic(float duration)\n        {\n            return new EasingDurationAnimator(duration, new InOutElasticEasing());\n        }\n\n        public static IAnimator InElastic(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new InElasticEasing());\n        }\n\n        public static IAnimator OutElastic(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new OutElasticEasing());\n        }\n\n        public static IAnimator InOutElastic(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new InOutElasticEasing());\n        }\n\n        private class InElasticEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                return Mathf.Sin(13 * HalfPi * v) * Mathf.Pow(2f, 10f * (v - 1f));\n            }\n        }\n\n        private class OutElasticEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                return Mathf.Sin(-13 * HalfPi * (v + 1)) * Mathf.Pow(2f, -10f * v) + 1f;\n            }\n        }\n\n        private class InOutElasticEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                if (v < 0.5f)\n                {\n                    return 0.5f * Mathf.Sin(13f * HalfPi * (2f * v)) * Mathf.Pow(2f, 10f * ((2f * v) - 1f));\n                }\n                else\n                {\n                    return 0.5f * (Mathf.Sin(-13f * HalfPi * ((2f * v - 1f) + 1f)) * Mathf.Pow(2f, -10f * (2f * v - 1f)) + 2f);\n                }\n            }\n        }\n    }\n}\n"
  },
  {
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  },
  {
    "path": "Assets/Plugins/AnimeRx/Animator/Easing/Expo.cs",
    "content": "﻿using System;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static partial class Easing\n    {\n        public static IAnimator InExpo(float duration)\n        {\n            return new EasingDurationAnimator(duration, new InExpoEasing());\n        }\n\n        public static IAnimator OutExpo(float duration)\n        {\n            return new EasingDurationAnimator(duration, new OutExpoEasing());\n        }\n\n        public static IAnimator InOutExpo(float duration)\n        {\n            return new EasingDurationAnimator(duration, new InOutExpoEasing());\n        }\n\n        public static IAnimator InExpo(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new InExpoEasing());\n        }\n\n        public static IAnimator OutExpo(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new OutExpoEasing());\n        }\n\n        public static IAnimator InOutExpo(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new InOutExpoEasing());\n        }\n\n        private class InExpoEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                return Mathf.Approximately(0.0f, v) ? v : Mathf.Pow(2f, 10f * (v - 1f));\n            }\n        }\n\n        private class OutExpoEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                return Mathf.Approximately(1.0f, v) ? v : 1f - Mathf.Pow(2f, -10f * v);\n            }\n        }\n\n        private class InOutExpoEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                if (Mathf.Approximately(0.0f, v) || Mathf.Approximately(1.0f, v)) return v;\n\n                if (v < 0.5f)\n                {\n                    return 0.5f * Mathf.Pow(2f, (20f * v) - 10f);\n                }\n                else\n                {\n                    return -0.5f * Mathf.Pow(2f, (-20f * v) + 10f) + 1f;\n                }\n            }\n        }\n    }\n}\n"
  },
  {
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  },
  {
    "path": "Assets/Plugins/AnimeRx/Animator/Easing/IEasing.cs",
    "content": "﻿namespace AnimeRx\n{\n    public static partial class Easing\n    {\n        private interface IEasing\n        {\n            float Function(float v);\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/AnimeRx/Animator/Easing/IEasing.cs.meta",
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  },
  {
    "path": "Assets/Plugins/AnimeRx/Animator/Easing/Linear.cs",
    "content": "﻿using System;\n\nnamespace AnimeRx\n{\n    public static partial class Easing\n    {\n        public static IAnimator Linear(float duration)\n        {\n            return new EasingDurationAnimator(duration, new LinearEasing());\n        }\n\n        public static IAnimator Linear(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new LinearEasing());\n        }\n\n        private class LinearEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                return v;\n            }\n        }\n    }\n}\n"
  },
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  },
  {
    "path": "Assets/Plugins/AnimeRx/Animator/Easing/Quad.cs",
    "content": "﻿using System;\n\nnamespace AnimeRx\n{\n    public static partial class Easing\n    {\n        public static IAnimator InQuad(float duration)\n        {\n            return new EasingDurationAnimator(duration, new InQuadEasing());\n        }\n\n        public static IAnimator OutQuad(float duration)\n        {\n            return new EasingDurationAnimator(duration, new OutQuadEasing());\n        }\n\n        public static IAnimator InOutQuad(float duration)\n        {\n            return new EasingDurationAnimator(duration, new InOutQuadEasing());\n        }\n\n        public static IAnimator InQuad(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new InQuadEasing());\n        }\n\n        public static IAnimator OutQuad(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new OutQuadEasing());\n        }\n\n        public static IAnimator InOutQuad(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new InOutQuadEasing());\n        }\n\n        private class InQuadEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                return v * v;\n            }\n        }\n\n        private class OutQuadEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                return -(v * (v - 2f));\n            }\n        }\n\n        private class InOutQuadEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                if (v < 0.5f)\n                {\n                    return 2f * v * v;\n                }\n                else\n                {\n                    return -2f * v * v + 4f * v - 1f;\n                }\n            }\n        }\n    }\n}\n"
  },
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  },
  {
    "path": "Assets/Plugins/AnimeRx/Animator/Easing/Quart.cs",
    "content": "﻿using System;\n\nnamespace AnimeRx\n{\n    public static partial class Easing\n    {\n        public static IAnimator InQuart(float duration)\n        {\n            return new EasingDurationAnimator(duration, new InQuartEasing());\n        }\n\n        public static IAnimator OutQuart(float duration)\n        {\n            return new EasingDurationAnimator(duration, new OutQuartEasing());\n        }\n\n        public static IAnimator InOutQuart(float duration)\n        {\n            return new EasingDurationAnimator(duration, new InOutQuartEasing());\n        }\n\n        public static IAnimator InQuart(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new InQuartEasing());\n        }\n\n        public static IAnimator OutQuart(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new OutQuartEasing());\n        }\n\n        public static IAnimator InOutQuart(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new InOutQuartEasing());\n        }\n\n        private class InQuartEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                return v * v * v * v;\n            }\n        }\n\n        private class OutQuartEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                var f = (v - 1f);\n                return f * f * f * (1f - v) + 1f;\n            }\n        }\n\n        private class InOutQuartEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                if (v < 0.5f)\n                {\n                    return 8f * v * v * v * v;\n                }\n                else\n                {\n                    var f = ((2f * v) - 2f);\n                    return 0.5f * f * f * f * f + 1f;\n                }\n            }\n        }\n    }\n}\n"
  },
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  },
  {
    "path": "Assets/Plugins/AnimeRx/Animator/Easing/Quint.cs",
    "content": "﻿using System;\n\nnamespace AnimeRx\n{\n    public static partial class Easing\n    {\n        public static IAnimator InQuint(float duration)\n        {\n            return new EasingDurationAnimator(duration, new InQuintEasing());\n        }\n\n        public static IAnimator OutQuint(float duration)\n        {\n            return new EasingDurationAnimator(duration, new OutQuintEasing());\n        }\n\n        public static IAnimator InOutQuint(float duration)\n        {\n            return new EasingDurationAnimator(duration, new InOutQuintEasing());\n        }\n\n        public static IAnimator InQuint(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new InQuintEasing());\n        }\n\n        public static IAnimator OutQuint(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new OutQuintEasing());\n        }\n\n        public static IAnimator InOutQuint(Velocity velocity)\n        {\n            return new EasingVelocityAnimator(velocity, new InOutQuintEasing());\n        }\n\n        private class InQuintEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                return v * v * v * v * v;\n            }\n        }\n\n        private class OutQuintEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                var f = (v - 1f);\n                return f * f * f * f * f + 1f;\n            }\n        }\n\n        private class InOutQuintEasing : IEasing\n        {\n            public float Function(float v)\n            {\n                if (v < 0.5f)\n                {\n                    return 16f * v * v * v * v * v;\n                }\n                else\n                {\n                    var f = ((2f * v) - 2f);\n                    return 0.5f * f * f * f * f * f + 1f;\n                }\n            }\n        }\n    }\n}\n"
  },
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    "content": "﻿using UnityEngine;\n\nnamespace AnimeRx\n{\n    public static partial class Motion\n    {\n        public static IAnimator Acceleration(float acceleration)\n        {\n            return Acceleration(acceleration, 0.0f);\n        }\n\n        public static IAnimator Acceleration(float acceleration, float velocityStart)\n        {\n            return new AccelerationAnimator(acceleration, velocityStart);\n        }\n\n        private class AccelerationAnimator : IAnimator\n        {\n            private readonly float acceleration;\n            private readonly float velocityStart;\n\n            public AccelerationAnimator(float acceleration, float velocityStart)\n            {\n                this.acceleration = acceleration;\n                this.velocityStart = velocityStart;\n            }\n\n            public float CalcFinishTime(float distance)\n            {\n                var d = Mathf.Sqrt(velocityStart * velocityStart + 2f * acceleration * distance);\n                return (-velocityStart + d) / acceleration;\n            }\n\n            public float CalcPosition(float time, float distance)\n            {\n                return Mathf.Clamp01((velocityStart * time + 0.5f * acceleration * time * time) / distance);\n            }\n        }\n    }\n}\n"
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    "content": "﻿using UnityEngine;\n\nnamespace AnimeRx\n{\n    public static partial class Motion\n    {\n        public static IAnimator Random(float duration, float min, float max)\n        {\n            return new RandomDurationAnimator(duration, min, max);\n        }\n\n        private class RandomDurationAnimator : IAnimator\n        {\n            private readonly float duration;\n            private readonly float min;\n            private readonly float max;\n\n            public RandomDurationAnimator(float duration, float min, float max)\n            {\n                this.duration = duration;\n                this.min = min;\n                this.max = max;\n            }\n\n            public float CalcFinishTime(float distance)\n            {\n                return duration;\n            }\n\n            public float CalcPosition(float time, float distance)\n            {\n                if (Mathf.Approximately(time, duration))\n                {\n                    return 0.0f;\n                }\n\n                return UnityEngine.Random.Range(min, max);\n            }\n        }\n    }\n}\n"
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    "path": "Assets/Plugins/AnimeRx/Examples/Examples.cs",
    "content": "﻿using UniRx;\nusing UnityEngine;\n\nnamespace AnimeRx.Development\n{\n    public class Examples : MonoBehaviour\n    {\n        private CompositeDisposable animatingDisposable = new CompositeDisposable();\n\n        public static readonly string[] Samples = {\n            \"1: Linear\",\n            \"2: Easing\",\n            \"3: Sleep\",\n            \"4: Combine\",\n            \"5: Path\",\n            \"6: Easing to Linear\",\n            \"7: Random\",\n        };\n\n        public void Initialize()\n        {\n            animatingDisposable.Dispose();\n            animatingDisposable = new CompositeDisposable();\n        }\n\n        public void Sample1()\n        {\n            var cube1 = CreatePrimitiveCube();\n\n            Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), Motion.Uniform(5f))\n                .SubscribeToPosition(cube1)\n                .AddTo(cube1);\n        }\n\n        public void Sample2()\n        {\n            var cube1 = CreatePrimitiveCube();\n\n            Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), Easing.InOutQuad(3f))\n                .SubscribeToPosition(cube1)\n                .AddTo(cube1);\n        }\n\n        public void Sample3()\n        {\n            var cube1 = CreatePrimitiveCube();\n\n            Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(0f, 0f, 0f), Easing.OutExpo(2f))\n                .Sleep(0.5f)\n                .Play(new Vector3(5f, 0f, 0f), Easing.OutExpo(2f))\n                .SubscribeToPosition(cube1)\n                .AddTo(cube1);\n        }\n\n        public void Sample4()\n        {\n            var cube1 = CreatePrimitiveCube();\n\n            var x = Anime.Play(-5f, 5f, Easing.InOutSine(3f));\n\n            var y = Anime.Play(0f, -3f, Easing.InOutSine(1.5f))\n                .Play(0f, Easing.InOutSine(1.5f));\n\n            var z = Anime.Stay(0f);\n\n            Observable.CombineLatest(x, y, z)\n                .SubscribeToPosition(cube1)\n                .AddTo(cube1);\n        }\n\n        public void Sample5()\n        {\n            var cube1 = CreatePrimitiveCube();\n\n            var positions = new[]\n            {\n                new Vector3(-5f, 0f, 0f),\n                new Vector3(0f, 3f, 0f),\n                new Vector3(5f, 0f, 0f),\n                new Vector3(0f, -3f, 0f),\n                new Vector3(-5f, 0f, 0f),\n            };\n\n            Anime.Play(positions, Easing.InOutSine(6f))\n                .SubscribeToPosition(cube1)\n                .AddTo(cube1);\n        }\n\n        public void Sample6()\n        {\n            var cube1 = CreatePrimitiveCube();\n\n            Anime.PlayIn(-5f, 0f, 5f, Easing.InCubic(1f))\n                .SubscribeToPositionX(cube1)\n                .AddTo(cube1);\n        }\n\n        public void Sample7()\n        {\n            var cube1 = CreatePrimitiveCube();\n\n            Observable.CombineLatest(\n                    Anime.Play(0, 0.5f, Motion.Random(2f, -1f, 1f)),\n                    Anime.Play(0, 0.5f, Motion.Random(2f, -1f, 1f)),\n                    Anime.Stay(0f)\n                )\n                .SubscribeToPosition(cube1)\n                .AddTo(cube1);\n        }\n\n        private GameObject CreatePrimitiveCube()\n        {\n            var cube = GameObject.CreatePrimitive(PrimitiveType.Cube);\n            cube.transform.localScale = Vector3.one;\n            animatingDisposable.Add(Disposable.Create(() => { Destroy(cube); }));\n            return cube;\n        }\n    }\n}\n"
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    "path": "Assets/Plugins/AnimeRx/Examples/ExamplesPlayer.cs",
    "content": "﻿using System.Linq;\nusing UniRx;\nusing UnityEngine;\nusing UnityEngine.UI;\n\nnamespace AnimeRx.Development\n{\n    public class ExamplesPlayer : MonoBehaviour\n    {\n        [SerializeField] private Dropdown dropdown = null;\n        [SerializeField] private Button playButton = null;\n        [SerializeField] private Examples examples = null;\n\n        public void Start()\n        {\n            dropdown.options = Examples.Samples.Select(x => new Dropdown.OptionData(x)).ToList();\n            playButton.OnClickAsObservable()\n                .Subscribe(_ =>\n                {\n                    var select = dropdown.options[dropdown.value].text.Split(':')[0];\n                    examples.Initialize();\n                    examples.gameObject.SendMessage(\"Sample\" + select);\n                })\n                .AddTo(this);\n        }\n    }\n}\n"
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    "path": "Assets/Plugins/AnimeRx/Extension/GameObjectLocalPositionExtensions.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing UniRx;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static class GameObjectLocalPositionExtensions\n    {\n        public static IDisposable SubscribeToLocalPosition(this IObservable<Vector3> source, GameObject gameObject)\n        {\n            return source.SubscribeToLocalPosition(gameObject.transform);\n        }\n\n        public static IDisposable SubscribeToLocalPosition(this IObservable<IList<float>> source, GameObject gameObject)\n        {\n            return source.SubscribeToLocalPosition(gameObject.transform);\n        }\n\n        public static IDisposable SubscribeToLocalPositionX(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.SubscribeToLocalPositionX(gameObject.transform);\n        }\n\n        public static IDisposable SubscribeToLocalPositionY(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.SubscribeToLocalPositionY(gameObject.transform);\n        }\n\n        public static IDisposable SubscribeToLocalPositionZ(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.SubscribeToLocalPositionZ(gameObject.transform);\n        }\n\n        public static IObservable<Vector3> DoToLocalPosition(this IObservable<Vector3> source, GameObject gameObject)\n        {\n            return source.DoToLocalPosition(gameObject.transform);\n        }\n\n        public static IObservable<IList<float>> DoToLocalPosition(this IObservable<IList<float>> source, GameObject gameObject)\n        {\n            return source.DoToLocalPosition(gameObject.transform);\n        }\n\n        public static IObservable<float> DoToLocalPositionX(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.DoToLocalPositionX(gameObject.transform);\n        }\n\n        public static IObservable<float> DoToLocalPositionY(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.DoToLocalPositionY(gameObject.transform);\n        }\n\n        public static IObservable<float> DoToLocalPositionZ(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.DoToLocalPositionZ(gameObject.transform);\n        }\n    }\n}\n"
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    "path": "Assets/Plugins/AnimeRx/Extension/GameObjectLocalRotationExtensions.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing UniRx;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static class GameObjectLocalRotationExtensions\n    {\n        public static IDisposable SubscribeToLocalRotation(this IObservable<Vector3> source, GameObject gameObject)\n        {\n            return source.SubscribeToLocalRotation(gameObject.transform);\n        }\n\n        public static IDisposable SubscribeToLocalRotation(this IObservable<IList<float>> source, GameObject gameObject)\n        {\n            return source.SubscribeToLocalRotation(gameObject.transform);\n        }\n\n        public static IDisposable SubscribeToLocalRotationX(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.SubscribeToLocalRotationX(gameObject.transform);\n        }\n\n        public static IDisposable SubscribeToLocalRotationY(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.SubscribeToLocalRotationY(gameObject.transform);\n        }\n\n        public static IDisposable SubscribeToLocalRotationZ(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.SubscribeToLocalRotationZ(gameObject.transform);\n        }\n\n        public static IObservable<Vector3> DoToLocalRotation(this IObservable<Vector3> source, GameObject gameObject)\n        {\n            return source.DoToLocalRotation(gameObject.transform);\n        }\n\n        public static IObservable<IList<float>> DoToLocalRotation(this IObservable<IList<float>> source, GameObject gameObject)\n        {\n            return source.DoToLocalRotation(gameObject.transform);\n        }\n\n        public static IObservable<float> DoToLocalRotationX(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.DoToLocalRotationX(gameObject.transform);\n        }\n\n        public static IObservable<float> DoToLocalRotationY(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.DoToLocalRotationY(gameObject.transform);\n        }\n\n        public static IObservable<float> DoToLocalRotationZ(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.DoToLocalRotationZ(gameObject.transform);\n        }\n    }\n}\n"
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    "content": "﻿using System;\nusing System.Collections.Generic;\nusing UniRx;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static class GameObjectLocalScaleExtensions\n    {\n        public static IDisposable SubscribeToLocalScale(this IObservable<Vector3> source, GameObject gameObject)\n        {\n            return source.SubscribeToLocalScale(gameObject.transform);\n        }\n\n        public static IDisposable SubscribeToLocalScale(this IObservable<IList<float>> source, GameObject gameObject)\n        {\n            return source.SubscribeToLocalScale(gameObject.transform);\n        }\n\n        public static IDisposable SubscribeToLocalScaleX(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.SubscribeToLocalScaleX(gameObject.transform);\n        }\n\n        public static IDisposable SubscribeToLocalScaleY(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.SubscribeToLocalScaleY(gameObject.transform);\n        }\n\n        public static IDisposable SubscribeToLocalScaleZ(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.SubscribeToLocalScaleZ(gameObject.transform);\n        }\n\n        public static IObservable<Vector3> DoToLocalScale(this IObservable<Vector3> source, GameObject gameObject)\n        {\n            return source.DoToLocalScale(gameObject.transform);\n        }\n\n        public static IObservable<IList<float>> DoToLocalScale(this IObservable<IList<float>> source, GameObject gameObject)\n        {\n            return source.DoToLocalScale(gameObject.transform);\n        }\n\n        public static IObservable<float> DoToLocalScaleX(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.DoToLocalScaleX(gameObject.transform);\n        }\n\n        public static IObservable<float> DoToLocalScaleY(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.DoToLocalScaleY(gameObject.transform);\n        }\n\n        public static IObservable<float> DoToLocalScaleZ(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.DoToLocalScaleZ(gameObject.transform);\n        }\n    }\n}\n"
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    "path": "Assets/Plugins/AnimeRx/Extension/GameObjectPositionExtensions.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing UniRx;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static class GameObjectPositionExtensions\n    {\n        public static IDisposable SubscribeToPosition(this IObservable<Vector3> source, GameObject gameObject)\n        {\n            return source.SubscribeToPosition(gameObject.transform);\n        }\n\n        public static IDisposable SubscribeToPosition(this IObservable<IList<float>> source, GameObject gameObject)\n        {\n            return source.SubscribeToPosition(gameObject.transform);\n        }\n\n        public static IDisposable SubscribeToPositionX(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.SubscribeToPositionX(gameObject.transform);\n        }\n\n        public static IDisposable SubscribeToPositionY(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.SubscribeToPositionY(gameObject.transform);\n        }\n\n        public static IDisposable SubscribeToPositionZ(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.SubscribeToPositionZ(gameObject.transform);\n        }\n\n        public static IObservable<Vector3> DoToPosition(this IObservable<Vector3> source, GameObject gameObject)\n        {\n            return source.DoToPosition(gameObject.transform);\n        }\n\n        public static IObservable<IList<float>> DoToPosition(this IObservable<IList<float>> source, GameObject gameObject)\n        {\n            return source.DoToPosition(gameObject.transform);\n        }\n\n        public static IObservable<float> DoToPositionX(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.DoToPositionX(gameObject.transform);\n        }\n\n        public static IObservable<float> DoToPositionY(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.DoToPositionY(gameObject.transform);\n        }\n\n        public static IObservable<float> DoToPositionZ(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.DoToPositionZ(gameObject.transform);\n        }\n    }\n}\n"
  },
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  {
    "path": "Assets/Plugins/AnimeRx/Extension/GameObjectRotationExtensions.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing UniRx;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static class GameObjectRotationExtensions\n    {\n        public static IDisposable SubscribeToRotation(this IObservable<Vector3> source, GameObject gameObject)\n        {\n            return source.SubscribeToRotation(gameObject.transform);\n        }\n\n        public static IDisposable SubscribeToRotation(this IObservable<IList<float>> source, GameObject gameObject)\n        {\n            return source.SubscribeToRotation(gameObject.transform);\n        }\n\n        public static IDisposable SubscribeToRotationX(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.SubscribeToRotationX(gameObject.transform);\n        }\n\n        public static IDisposable SubscribeToRotationY(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.SubscribeToRotationY(gameObject.transform);\n        }\n\n        public static IDisposable SubscribeToRotationZ(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.SubscribeToRotationZ(gameObject.transform);\n        }\n\n        public static IObservable<Vector3> DoToRotation(this IObservable<Vector3> source, GameObject gameObject)\n        {\n            return source.DoToRotation(gameObject.transform);\n        }\n\n        public static IObservable<IList<float>> DoToRotation(this IObservable<IList<float>> source, GameObject gameObject)\n        {\n            return source.DoToRotation(gameObject.transform);\n        }\n\n        public static IObservable<float> DoToRotationX(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.DoToRotationX(gameObject.transform);\n        }\n\n        public static IObservable<float> DoToRotationY(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.DoToRotationY(gameObject.transform);\n        }\n\n        public static IObservable<float> DoToRotationZ(this IObservable<float> source, GameObject gameObject)\n        {\n            return source.DoToRotationZ(gameObject.transform);\n        }\n    }\n}\n"
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  {
    "path": "Assets/Plugins/AnimeRx/Extension/ObservableExtensions.cs",
    "content": "﻿using System;\nusing UniRx;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static class ObservableExtensions\n    {\n        public static IObservable<float> Range(this IObservable<float> source, float min, float max)\n        {\n            return source.Select(x => Mathf.Clamp(x - min, 0.0f, max) / (max - min));\n        }\n\n        public static IObservable<T> Loop<T>(this IObservable<T> source)\n        {\n            return source.Repeat();\n        }\n\n        public static IObservable<T> Loop<T>(this IObservable<T> source, int repeatCount)\n        {\n            return Observable.Range(0, repeatCount).Select(x => source).Concat();\n        }\n    }\n}\n"
  },
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  },
  {
    "path": "Assets/Plugins/AnimeRx/Extension/TransformLocalPositionExtensions.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing UniRx;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static class TransformLocalPositionExtensions\n    {\n        public static IDisposable SubscribeToLocalPosition(this IObservable<Vector3> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) => t.localPosition = x);\n        }\n\n        public static IDisposable SubscribeToLocalPosition(this IObservable<IList<float>> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) => t.localPosition = new Vector3(x[0], x[1], x[2]));\n        }\n\n        public static IDisposable SubscribeToLocalPositionX(this IObservable<float> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) =>\n            {\n                var p = t.localPosition;\n                p.x = x;\n                t.localPosition = p;\n            });\n        }\n\n        public static IDisposable SubscribeToLocalPositionY(this IObservable<float> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) =>\n            {\n                var p = t.localPosition;\n                p.y = x;\n                t.localPosition = p;\n            });\n        }\n\n        public static IDisposable SubscribeToLocalPositionZ(this IObservable<float> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) =>\n            {\n                var p = t.localPosition;\n                p.z = x;\n                t.localPosition = p;\n            });\n        }\n\n        public static IObservable<Vector3> DoToLocalPosition(this IObservable<Vector3> source, Transform transform)\n        {\n            return source.Do(x => transform.localPosition = x);\n        }\n\n        public static IObservable<IList<float>> DoToLocalPosition(this IObservable<IList<float>> source, Transform transform)\n        {\n            return source.Do(x => transform.localPosition = new Vector3(x[0], x[1], x[2]));\n        }\n\n        public static IObservable<float> DoToLocalPositionX(this IObservable<float> source, Transform transform)\n        {\n            return source.Do(x =>\n            {\n                var p = transform.localPosition;\n                p.x = x;\n                transform.localPosition = p;\n            });\n        }\n\n        public static IObservable<float> DoToLocalPositionY(this IObservable<float> source, Transform transform)\n        {\n            return source.Do(x =>\n            {\n                var p = transform.localPosition;\n                p.y = x;\n                transform.localPosition = p;\n            });\n        }\n\n        public static IObservable<float> DoToLocalPositionZ(this IObservable<float> source, Transform transform)\n        {\n            return source.Do(x =>\n            {\n                var p = transform.localPosition;\n                p.z = x;\n                transform.localPosition = p;\n            });\n        }\n    }\n}\n"
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    "path": "Assets/Plugins/AnimeRx/Extension/TransformLocalRotationExtensions.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing UniRx;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static class TransformLocalRotationExtensions\n    {\n        public static IDisposable SubscribeToLocalRotation(this IObservable<Vector3> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) => t.localEulerAngles = x);\n        }\n\n        public static IDisposable SubscribeToLocalRotation(this IObservable<IList<float>> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) => t.localEulerAngles = new Vector3(x[0], x[1], x[2]));\n        }\n\n        public static IDisposable SubscribeToLocalRotationX(this IObservable<float> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) =>\n            {\n                var p = t.localEulerAngles;\n                p.x = x;\n                t.localEulerAngles = p;\n            });\n        }\n\n        public static IDisposable SubscribeToLocalRotationY(this IObservable<float> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) =>\n            {\n                var p = t.localEulerAngles;\n                p.y = x;\n                t.localEulerAngles = p;\n            });\n        }\n\n        public static IDisposable SubscribeToLocalRotationZ(this IObservable<float> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) =>\n            {\n                var p = t.localEulerAngles;\n                p.z = x;\n                t.localEulerAngles = p;\n            });\n        }\n\n        public static IObservable<Vector3> DoToLocalRotation(this IObservable<Vector3> source, Transform transform)\n        {\n            return source.Do(x => transform.localEulerAngles = x);\n        }\n\n        public static IObservable<IList<float>> DoToLocalRotation(this IObservable<IList<float>> source, Transform transform)\n        {\n            return source.Do(x => transform.localEulerAngles = new Vector3(x[0], x[1], x[2]));\n        }\n\n        public static IObservable<float> DoToLocalRotationX(this IObservable<float> source, Transform transform)\n        {\n            return source.Do(x =>\n            {\n                var p = transform.localEulerAngles;\n                p.x = x;\n                transform.localEulerAngles = p;\n            });\n        }\n\n        public static IObservable<float> DoToLocalRotationY(this IObservable<float> source, Transform transform)\n        {\n            return source.Do(x =>\n            {\n                var p = transform.localEulerAngles;\n                p.y = x;\n                transform.localEulerAngles = p;\n            });\n        }\n\n        public static IObservable<float> DoToLocalRotationZ(this IObservable<float> source, Transform transform)\n        {\n            return source.Do(x =>\n            {\n                var p = transform.localEulerAngles;\n                p.z = x;\n                transform.localEulerAngles = p;\n            });\n        }\n    }\n}\n"
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    "path": "Assets/Plugins/AnimeRx/Extension/TransformLocalScaleExtensions.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing UniRx;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static class TransformLocalScaleExtensions\n    {\n        public static IDisposable SubscribeToLocalScale(this IObservable<Vector3> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) => t.localScale = x);\n        }\n\n        public static IDisposable SubscribeToLocalScale(this IObservable<IList<float>> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) => t.localScale = new Vector3(x[0], x[1], x[2]));\n        }\n\n        public static IDisposable SubscribeToLocalScaleX(this IObservable<float> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) =>\n            {\n                var p = t.localScale;\n                p.x = x;\n                t.localScale = p;\n            });\n        }\n\n        public static IDisposable SubscribeToLocalScaleY(this IObservable<float> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) =>\n            {\n                var p = t.localScale;\n                p.y = x;\n                t.localScale = p;\n            });\n        }\n\n        public static IDisposable SubscribeToLocalScaleZ(this IObservable<float> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) =>\n            {\n                var p = t.localScale;\n                p.z = x;\n                t.localScale = p;\n            });\n        }\n\n        public static IObservable<Vector3> DoToLocalScale(this IObservable<Vector3> source, Transform transform)\n        {\n            return source.Do(x => transform.localScale = x);\n        }\n\n        public static IObservable<IList<float>> DoToLocalScale(this IObservable<IList<float>> source, Transform transform)\n        {\n            return source.Do(x => transform.localScale = new Vector3(x[0], x[1], x[2]));\n        }\n\n        public static IObservable<float> DoToLocalScaleX(this IObservable<float> source, Transform transform)\n        {\n            return source.Do(x =>\n            {\n                var p = transform.localScale;\n                p.x = x;\n                transform.localScale = p;\n            });\n        }\n\n        public static IObservable<float> DoToLocalScaleY(this IObservable<float> source, Transform transform)\n        {\n            return source.Do(x =>\n            {\n                var p = transform.localScale;\n                p.y = x;\n                transform.localScale = p;\n            });\n        }\n\n        public static IObservable<float> DoToLocalScaleZ(this IObservable<float> source, Transform transform)\n        {\n            return source.Do(x =>\n            {\n                var p = transform.localScale;\n                p.z = x;\n                transform.localScale = p;\n            });\n        }\n    }\n}\n"
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    "path": "Assets/Plugins/AnimeRx/Extension/TransformPositionExtensions.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing UniRx;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static class TransformPositionExtensions\n    {\n        public static IDisposable SubscribeToPosition(this IObservable<Vector3> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) => t.position = x);\n        }\n\n        public static IDisposable SubscribeToPosition(this IObservable<IList<float>> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) => t.position = new Vector3(x[0], x[1], x[2]));\n        }\n\n        public static IDisposable SubscribeToPositionX(this IObservable<float> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) =>\n            {\n                var p = t.position;\n                p.x = x;\n                t.position = p;\n            });\n        }\n\n        public static IDisposable SubscribeToPositionY(this IObservable<float> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) =>\n            {\n                var p = t.position;\n                p.y = x;\n                t.position = p;\n            });\n        }\n\n        public static IDisposable SubscribeToPositionZ(this IObservable<float> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) =>\n            {\n                var p = t.position;\n                p.z = x;\n                t.position = p;\n            });\n        }\n\n        public static IObservable<Vector3> DoToPosition(this IObservable<Vector3> source, Transform transform)\n        {\n            return source.Do(x => transform.position = x);\n        }\n\n        public static IObservable<IList<float>> DoToPosition(this IObservable<IList<float>> source, Transform transform)\n        {\n            return source.Do(x => transform.position = new Vector3(x[0], x[1], x[2]));\n        }\n\n        public static IObservable<float> DoToPositionX(this IObservable<float> source, Transform transform)\n        {\n            return source.Do(x =>\n            {\n                var p = transform.position;\n                p.x = x;\n                transform.position = p;\n            });\n        }\n\n        public static IObservable<float> DoToPositionY(this IObservable<float> source, Transform transform)\n        {\n            return source.Do(x =>\n            {\n                var p = transform.position;\n                p.y = x;\n                transform.position = p;\n            });\n        }\n\n        public static IObservable<float> DoToPositionZ(this IObservable<float> source, Transform transform)\n        {\n            return source.Do(x =>\n            {\n                var p = transform.position;\n                p.z = x;\n                transform.position = p;\n            });\n        }\n    }\n}\n"
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    "path": "Assets/Plugins/AnimeRx/Extension/TransformRotationExtensions.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing UniRx;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static class TransformRotationExtensions\n    {\n        public static IDisposable SubscribeToRotation(this IObservable<Vector3> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) => t.eulerAngles = x);\n        }\n\n        public static IDisposable SubscribeToRotation(this IObservable<IList<float>> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) => t.eulerAngles = new Vector3(x[0], x[1], x[2]));\n        }\n\n        public static IDisposable SubscribeToRotationX(this IObservable<float> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) =>\n            {\n                var p = t.eulerAngles;\n                p.x = x;\n                t.eulerAngles = p;\n            });\n        }\n\n        public static IDisposable SubscribeToRotationY(this IObservable<float> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) =>\n            {\n                var p = t.eulerAngles;\n                p.y = x;\n                t.eulerAngles = p;\n            });\n        }\n\n        public static IDisposable SubscribeToRotationZ(this IObservable<float> source, Transform transform)\n        {\n            return source.SubscribeWithState(transform, (x, t) =>\n            {\n                var p = t.eulerAngles;\n                p.z = x;\n                t.eulerAngles = p;\n            });\n        }\n\n        public static IObservable<Vector3> DoToRotation(this IObservable<Vector3> source, Transform transform)\n        {\n            return source.Do(x => transform.eulerAngles = x);\n        }\n\n        public static IObservable<IList<float>> DoToRotation(this IObservable<IList<float>> source, Transform transform)\n        {\n            return source.Do(x => transform.eulerAngles = new Vector3(x[0], x[1], x[2]));\n        }\n\n        public static IObservable<float> DoToRotationX(this IObservable<float> source, Transform transform)\n        {\n            return source.Do(x =>\n            {\n                var p = transform.eulerAngles;\n                p.x = x;\n                transform.eulerAngles = p;\n            });\n        }\n\n        public static IObservable<float> DoToRotationY(this IObservable<float> source, Transform transform)\n        {\n            return source.Do(x =>\n            {\n                var p = transform.eulerAngles;\n                p.y = x;\n                transform.eulerAngles = p;\n            });\n        }\n\n        public static IObservable<float> DoToRotationZ(this IObservable<float> source, Transform transform)\n        {\n            return source.Do(x =>\n            {\n                var p = transform.eulerAngles;\n                p.z = x;\n                transform.eulerAngles = p;\n            });\n        }\n    }\n}\n"
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    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UniRx;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static class Vector1Extensions\n    {\n        public static IObservable<float> Play(this float source, float to, IAnimator animator)\n        {\n            return Anime.Play(source, to, animator);\n        }\n\n        public static IObservable<float> Play(this float source, float to, IAnimator animator, IScheduler scheduler)\n        {\n            return Anime.Play(source, to, animator, scheduler);\n        }\n\n        public static IObservable<float> Play(this float source, float[] path, IAnimator animator)\n        {\n            var merged = new float[path.Length + 1];\n            merged[0] = source;\n            Array.Copy(path, 0, merged, 1, path.Length);\n            return Anime.Play(merged, animator);\n        }\n\n        public static IObservable<float> Play(this float source, float[] path, IAnimator animator, IScheduler scheduler)\n        {\n            var merged = new float[path.Length + 1];\n            merged[0] = source;\n            Array.Copy(path, 0, merged, 1, path.Length);\n            return Anime.Play(merged, animator, scheduler);\n        }\n\n        public static IObservable<float> PlayRelative(this float source, float relative, IAnimator animator)\n        {\n            return Anime.PlayRelative(source, relative, animator);\n        }\n\n        public static IObservable<float> PlayRelative(this float source, float relative, IAnimator animator, IScheduler scheduler)\n        {\n            return Anime.PlayRelative(source, relative, animator, scheduler);\n        }\n\n        public static IObservable<float> Sum(this IObservable<IList<float>> source)\n        {\n            return source.Select(x =>\n            {\n                return x.Aggregate(0.0f, (current, xx) => current + xx);\n            });\n        }\n    }\n}\n"
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    "path": "Assets/Plugins/AnimeRx/Extension/Vector2Extensions.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UniRx;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static class Vector2Extensions\n    {\n        public static IObservable<Vector2> Play(this Vector2 source, Vector2 to, IAnimator animator)\n        {\n            return Anime.Play(source, to, animator);\n        }\n\n        public static IObservable<Vector2> Play(this Vector2 source, Vector2 to, IAnimator animator, IScheduler scheduler)\n        {\n            return Anime.Play(source, to, animator, scheduler);\n        }\n\n        public static IObservable<Vector2> Play(this Vector2 source, Vector2[] path, IAnimator animator)\n        {\n            var merged = new Vector2[path.Length + 1];\n            merged[0] = source;\n            Array.Copy(path, 0, merged, 1, path.Length);\n            return Anime.Play(merged, animator);\n        }\n\n        public static IObservable<Vector2> Play(this Vector2 source, Vector2[] path, IAnimator animator, IScheduler scheduler)\n        {\n            var merged = new Vector2[path.Length + 1];\n            merged[0] = source;\n            Array.Copy(path, 0, merged, 1, path.Length);\n            return Anime.Play(merged, animator, scheduler);\n        }\n\n        public static IObservable<Vector2> PlayRelative(this Vector2 source, Vector2 relative, IAnimator animator)\n        {\n            return Anime.PlayRelative(source, relative, animator);\n        }\n\n        public static IObservable<Vector2> PlayRelative(this Vector2 source, Vector2 relative, IAnimator animator, IScheduler scheduler)\n        {\n            return Anime.PlayRelative(source, relative, animator, scheduler);\n        }\n\n        public static IObservable<Vector2> Sum(this IObservable<IList<Vector2>> source)\n        {\n            return source.Select(x =>\n            {\n                return x.Aggregate(new Vector2(), (current, xx) => current + xx);\n            });\n        }\n    }\n}\n"
  },
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  },
  {
    "path": "Assets/Plugins/AnimeRx/Extension/Vector3Extensions.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UniRx;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static class Vector3Extensions\n    {\n        public static IObservable<Vector3> Play(this Vector3 source, Vector3 to, IAnimator animator)\n        {\n            return Anime.Play(source, to, animator);\n        }\n\n        public static IObservable<Vector3> Play(this Vector3 source, Vector3 to, IAnimator animator, IScheduler scheduler)\n        {\n            return Anime.Play(source, to, animator, scheduler);\n        }\n\n        public static IObservable<Vector3> Play(this Vector3 source, Vector3[] path, IAnimator animator)\n        {\n            var merged = new Vector3[path.Length + 1];\n            merged[0] = source;\n            Array.Copy(path, 0, merged, 1, path.Length);\n            return Anime.Play(merged, animator);\n        }\n\n        public static IObservable<Vector3> Play(this Vector3 source, Vector3[] path, IAnimator animator, IScheduler scheduler)\n        {\n            var merged = new Vector3[path.Length + 1];\n            merged[0] = source;\n            Array.Copy(path, 0, merged, 1, path.Length);\n            return Anime.Play(merged, animator, scheduler);\n        }\n\n        public static IObservable<Vector3> PlayRelative(this Vector3 source, Vector3 relative, IAnimator animator)\n        {\n            return Anime.PlayRelative(source, relative, animator);\n        }\n\n        public static IObservable<Vector3> PlayRelative(this Vector3 source, Vector3 relative, IAnimator animator, IScheduler scheduler)\n        {\n            return Anime.PlayRelative(source, relative, animator, scheduler);\n        }\n\n        public static IObservable<Vector3> Sum(this IObservable<IList<Vector3>> source)\n        {\n            return source.Select(x =>\n            {\n                return x.Aggregate(new Vector3(), (current, xx) => current + xx);\n            });\n        }\n    }\n}\n"
  },
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  },
  {
    "path": "Assets/Plugins/AnimeRx/Extension/Vector4Extensions.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UniRx;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static class Vector4Extensions\n    {\n        public static IObservable<Vector4> Play(this Vector4 source, Vector4 to, IAnimator animator)\n        {\n            return Anime.Play(source, to, animator);\n        }\n\n        public static IObservable<Vector4> Play(this Vector4 source, Vector4 to, IAnimator animator, IScheduler scheduler)\n        {\n            return Anime.Play(source, to, animator, scheduler);\n        }\n\n        public static IObservable<Vector4> Play(this Vector4 source, Vector4[] path, IAnimator animator)\n        {\n            var merged = new Vector4[path.Length + 1];\n            merged[0] = source;\n            Array.Copy(path, 0, merged, 1, path.Length);\n            return Anime.Play(merged, animator);\n        }\n\n        public static IObservable<Vector4> Play(this Vector4 source, Vector4[] path, IAnimator animator, IScheduler scheduler)\n        {\n            var merged = new Vector4[path.Length + 1];\n            merged[0] = source;\n            Array.Copy(path, 0, merged, 1, path.Length);\n            return Anime.Play(merged, animator, scheduler);\n        }\n\n        public static IObservable<Vector4> PlayRelative(this Vector4 source, Vector4 relative, IAnimator animator)\n        {\n            return Anime.PlayRelative(source, relative, animator);\n        }\n\n        public static IObservable<Vector4> PlayRelative(this Vector4 source, Vector4 relative, IAnimator animator, IScheduler scheduler)\n        {\n            return Anime.PlayRelative(source, relative, animator, scheduler);\n        }\n\n        public static IObservable<Vector4> Sum(this IObservable<IList<Vector4>> source)\n        {\n            return source.Select(x =>\n            {\n                return x.Aggregate(new Vector4(), (current, xx) => current + xx);\n            });\n        }\n    }\n}\n"
  },
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    "path": "Assets/Plugins/AnimeRx/Extension/Vector4Extensions.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: e552a8d877fa4b189e9957303f8f5532\r\ntimeCreated: 1517798250"
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  },
  {
    "path": "Assets/Plugins/AnimeRx/LICENSE.txt",
    "content": "MIT License\n\nCopyright (c) 2018 kyubuns\n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this software and associated documentation files (the \"Software\"), to deal\nin the Software without restriction, including without limitation the rights\nto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\ncopies of the Software, and to permit persons to whom the Software is\nfurnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n"
  },
  {
    "path": "Assets/Plugins/AnimeRx/LICENSE.txt.meta",
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  },
  {
    "path": "Assets/Plugins/AnimeRx/Player/Anime.cs",
    "content": "﻿using System;\nusing System.Collections;\nusing System.Threading;\nusing UniRx;\n\nnamespace AnimeRx\n{\n    public static partial class Anime\n    {\n        private static IScheduler defaultScheduler = new TimeScheduler();\n        public const double TimeDelta = 0.00001;\n        private const double EqualDelta = 0.02;\n\n        public static IScheduler DefaultScheduler\n        {\n            get { return defaultScheduler; }\n            set { defaultScheduler = value; }\n        }\n\n        public static IObservable<float> Play(IAnimator animator)\n        {\n            return Play(animator, DefaultScheduler);\n        }\n\n        public static IObservable<float> Play(IAnimator animator, IScheduler scheduler)\n        {\n            return PlayInternal(animator, 1.0f, scheduler);\n        }\n\n        private static IObservable<float> PlayInternal(IAnimator animator, float distance, IScheduler scheduler)\n        {\n            return Observable\n                .Defer(() => Observable.Return(scheduler.Now))\n                .ContinueWith(start =>\n                    RxExtensions.FromMicroCoroutineWithInitialValue((observer, token) => AnimationCoroutine(animator, start, distance, scheduler, observer, token), animator.CalcPosition(scheduler.Now - start, distance))\n                );\n        }\n\n        private static IObservable<Unit> SleepInternal(float duration, IScheduler scheduler)\n        {\n            return Observable\n                .Defer(() => Observable.Return(scheduler.Now))\n                .ContinueWith(start =>\n                    RxExtensions.FromMicroCoroutineWithInitialValue<Unit>((observer, token) => DelayCoroutine(start, duration, scheduler, observer, token), Unit.Default)\n                );\n        }\n\n        private static IEnumerator AnimationCoroutine(IAnimator animator, float start, float distance, IScheduler scheduler, IObserver<float> observer, CancellationToken token)\n        {\n            while (true)\n            {\n                if (token.IsCancellationRequested)\n                {\n                    observer.OnCompleted();\n                    yield break;\n                }\n\n                var now = scheduler.Now - start;\n                if (animator.CalcFinishTime(distance) < now)\n                {\n                    break;\n                }\n\n                observer.OnNext(animator.CalcPosition(now, distance));\n                yield return null;\n            }\n\n            observer.OnNext(animator.CalcPosition(animator.CalcFinishTime(distance), distance));\n            observer.OnCompleted();\n        }\n\n        private static IEnumerator DelayCoroutine(float start, float duration, IScheduler scheduler, IObserver<Unit> observer, CancellationToken token)\n        {\n            while (true)\n            {\n                if (token.IsCancellationRequested)\n                {\n                    observer.OnCompleted();\n                    yield break;\n                }\n\n                var now = scheduler.Now - start;\n                if (duration < now)\n                {\n                    break;\n                }\n\n                observer.OnNext(Unit.Default);\n                yield return null;\n            }\n\n            observer.OnNext(Unit.Default);\n            observer.OnCompleted();\n        }\n    }\n}\n"
  },
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  },
  {
    "path": "Assets/Plugins/AnimeRx/Player/AnimeColor.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing UniRx;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static partial class Anime\n    {\n        public static IObservable<Color> Play(Color from, Color to, IAnimator animator)\n        {\n            return Play(from, to, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Color> Play(Color from, Color to, IAnimator animator, IScheduler scheduler)\n        {\n            return PlayInternal(animator, Vector4.Distance(from, to), scheduler)\n                .Select(x => Color.LerpUnclamped(from, to, x));\n        }\n\n        public static IObservable<Color> PlayIn(Color from, Color inEnd, Color to, IAnimator inAnimator)\n        {\n            return PlayIn(from, inEnd, to, inAnimator, DefaultScheduler);\n        }\n\n        public static IObservable<Color> PlayIn(Color from, Color inEnd, Color to, IAnimator inAnimator, IScheduler scheduler)\n        {\n            var velocity = inAnimator.CalcFinishVelocity(Vector4.Distance(inEnd, from));\n            var linearAnimator = Easing.Linear(velocity);\n            var compositeAnimator = new CompositeAnimator(new[]\n            {\n                Tuple.Create(inAnimator, Vector4.Distance(inEnd, from)),\n                Tuple.Create(linearAnimator, Vector4.Distance(to, inEnd)),\n            });\n            return Play(new[] {from, inEnd, to}, compositeAnimator, scheduler);\n        }\n\n        public static IObservable<Color> PlayOut(Color from, Color outStart, Color to, IAnimator outAnimator)\n        {\n            return PlayOut(from, outStart, to, outAnimator, DefaultScheduler);\n        }\n\n        public static IObservable<Color> PlayOut(Color from, Color outStart, Color to, IAnimator outAnimator, IScheduler scheduler)\n        {\n            var velocity = outAnimator.CalcStartVelocity(Vector4.Distance(to, outStart));\n            var linearAnimator = Easing.Linear(velocity);\n            var compositeAnimator = new CompositeAnimator(new[]\n            {\n                Tuple.Create(linearAnimator, Vector4.Distance(outStart, from)),\n                Tuple.Create(outAnimator, Vector4.Distance(to, outStart)),\n            });\n            return Play(new[] {from, outStart, to}, compositeAnimator, scheduler);\n        }\n\n        public static IObservable<Color> PlayInOut(Color from, Color inEnd, Color outStart, Color to, IAnimator inAnimator, IAnimator outAnimator)\n        {\n            return PlayInOut(from, inEnd, outStart, to, inAnimator, outAnimator, DefaultScheduler);\n        }\n\n        public static IObservable<Color> PlayInOut(Color from, Color inEnd, Color outStart, Color to, IAnimator inAnimator, IAnimator outAnimator, IScheduler scheduler)\n        {\n            var inVelocity = inAnimator.CalcFinishVelocity(Vector4.Distance(inEnd, from)).PerSecond;\n            var outVelocity = outAnimator.CalcStartVelocity(Vector4.Distance(to, outStart)).PerSecond;\n            IAnimator linearAnimator;\n\n            if (Math.Abs(inVelocity - outVelocity) < EqualDelta)\n            {\n                linearAnimator = Motion.Uniform((float) ((inVelocity + outVelocity) / 2.0));\n            }\n            else\n            {\n                var accel = (outVelocity * outVelocity - inVelocity * inVelocity) / (2.0f * Vector4.Distance(outStart, inEnd));\n                linearAnimator = Motion.Acceleration((float) accel, (float) inVelocity);\n            }\n\n            var compositeAnimator = new CompositeAnimator(new[]\n            {\n                Tuple.Create(inAnimator, Vector4.Distance(inEnd, from)),\n                Tuple.Create(linearAnimator, Vector4.Distance(outStart, inEnd)),\n                Tuple.Create(outAnimator, Vector4.Distance(to, outStart)),\n            });\n            return Play(new[] {from, inEnd, outStart, to}, compositeAnimator, scheduler);\n        }\n\n        public static IObservable<Color> Play(Color[] path, IAnimator animator)\n        {\n            return Play(path, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Color> Play(Color[] path, IAnimator animator, IScheduler scheduler)\n        {\n            var distance = new List<float>();\n            var sum = 0.0f;\n            for (var i = 0; i < path.Length - 1; ++i)\n            {\n                var d = Vector4.Distance(path[i], path[i + 1]);\n                distance.Add(sum + d);\n                sum += d;\n            }\n            return PlayInternal(animator, sum, scheduler)\n                .Select(x =>\n                {\n                    var a = x * sum;\n                    var i = 0;\n                    for (; i < distance.Count - 1; i++)\n                    {\n                        if (distance[i] > a) break;\n                    }\n\n                    var b = i == 0 ? 0 : distance[i - 1];\n                    return Color.LerpUnclamped(path[i], path[i + 1], (a - b) / (distance[i] - b));\n                });\n        }\n\n        public static IObservable<Color> Play(this IObservable<Color> self, Color from, Color to, IAnimator animator)\n        {\n            return Play(self, from, to, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Color> Play(this IObservable<Color> self, Color from, Color to, IAnimator animator, IScheduler scheduler)\n        {\n            return self.Concat(Play(from, to, animator, scheduler));\n        }\n\n        public static IObservable<Color> Play(this IObservable<Color> self, Color from, Color[] path, IAnimator animator)\n        {\n            return Play(self, from, path, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Color> Play(this IObservable<Color> self, Color from, Color[] path, IAnimator animator, IScheduler scheduler)\n        {\n            var merged = new Color[path.Length + 1];\n            merged[0] = from;\n            Array.Copy(path, 0, merged, 1, path.Length);\n            return self.Concat(Play(merged, animator, scheduler));\n        }\n\n        public static IObservable<Color> Play(this IObservable<Color> self, Color to, IAnimator animator)\n        {\n            return Play(self, to, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Color> Play(this IObservable<Color> self, Color to, IAnimator animator, IScheduler scheduler)\n        {\n            return self.Select(x => Play(x, to, animator, scheduler)).Switch();\n        }\n\n        public static IObservable<Color> Play(this IObservable<Color> self, Color[] path, IAnimator animator)\n        {\n            return Play(self, path, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Color> Play(this IObservable<Color> self, Color[] path, IAnimator animator, IScheduler scheduler)\n        {\n            return self.Select(x =>\n            {\n                var merged = new Color[path.Length + 1];\n                merged[0] = x;\n                Array.Copy(path, 0, merged, 1, path.Length);\n                return Observable.Return(x).Concat(Play(merged, animator, scheduler));\n            }).Switch();\n        }\n\n        public static IObservable<Color> PlayRelative(Color from, Color relative, IAnimator animator)\n        {\n            return PlayRelative(from, relative, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Color> PlayRelative(Color from, Color relative, IAnimator animator, IScheduler scheduler)\n        {\n            return Play(from, from + relative, animator, scheduler);\n        }\n\n        public static IObservable<Color> PlayRelative(this IObservable<Color> self, Color from, Color relative, IAnimator animator)\n        {\n            return PlayRelative(self, from, relative, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Color> PlayRelative(this IObservable<Color> self, Color from, Color relative, IAnimator animator, IScheduler scheduler)\n        {\n            return self.Concat(Play(from, from + relative, animator, scheduler));\n        }\n\n        public static IObservable<Color> PlayRelative(this IObservable<Color> self, Color relative, IAnimator animator)\n        {\n            return PlayRelative(self, relative, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Color> PlayRelative(this IObservable<Color> self, Color relative, IAnimator animator, IScheduler scheduler)\n        {\n            return self.Select(x => Play(x, x + relative, animator, scheduler)).Switch();\n        }\n\n        public static IObservable<Color> Lerp(this IObservable<float> self, Color from, Color to)\n        {\n            return self.Select(x => Color.LerpUnclamped(from, to, x));\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/AnimeRx/Player/AnimeColor.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: 0ec98d8b36fc4b1fa47b3442b9b88c61\r\ntimeCreated: 1517759132"
  },
  {
    "path": "Assets/Plugins/AnimeRx/Player/AnimeVector1.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing UniRx;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static partial class Anime\n    {\n        public static IObservable<float> Play(float from, float to, IAnimator animator)\n        {\n            return Play(from, to, animator, DefaultScheduler);\n        }\n\n        public static IObservable<float> Play(float from, float to, IAnimator animator, IScheduler scheduler)\n        {\n            return PlayInternal(animator, Mathf.Abs(from - to), scheduler)\n                .Select(x => Mathf.LerpUnclamped(from, to, x));\n        }\n\n        public static IObservable<float> PlayIn(float from, float inEnd, float to, IAnimator inAnimator)\n        {\n            return PlayIn(from, inEnd, to, inAnimator, DefaultScheduler);\n        }\n\n        public static IObservable<float> PlayIn(float from, float inEnd, float to, IAnimator inAnimator, IScheduler scheduler)\n        {\n            var velocity = inAnimator.CalcFinishVelocity(Mathf.Abs(inEnd - from));\n            var linearAnimator = Easing.Linear(velocity);\n            var compositeAnimator = new CompositeAnimator(new[]\n            {\n                Tuple.Create(inAnimator, Mathf.Abs(inEnd - from)),\n                Tuple.Create(linearAnimator, Mathf.Abs(to - inEnd)),\n            });\n            return Play(new[] {from, inEnd, to}, compositeAnimator, scheduler);\n        }\n\n        public static IObservable<float> PlayOut(float from, float outStart, float to, IAnimator outAnimator)\n        {\n            return PlayOut(from, outStart, to, outAnimator, DefaultScheduler);\n        }\n\n        public static IObservable<float> PlayOut(float from, float outStart, float to, IAnimator outAnimator, IScheduler scheduler)\n        {\n            var velocity = outAnimator.CalcStartVelocity(Mathf.Abs(to - outStart));\n            var linearAnimator = Easing.Linear(velocity);\n            var compositeAnimator = new CompositeAnimator(new[]\n            {\n                Tuple.Create(linearAnimator, Mathf.Abs(outStart - from)),\n                Tuple.Create(outAnimator, Mathf.Abs(to - outStart)),\n            });\n            return Play(new[] {from, outStart, to}, compositeAnimator, scheduler);\n        }\n\n        public static IObservable<float> PlayInOut(float from, float inEnd, float outStart, float to, IAnimator inAnimator, IAnimator outAnimator)\n        {\n            return PlayInOut(from, inEnd, outStart, to, inAnimator, outAnimator, DefaultScheduler);\n        }\n\n        public static IObservable<float> PlayInOut(float from, float inEnd, float outStart, float to, IAnimator inAnimator, IAnimator outAnimator, IScheduler scheduler)\n        {\n            var inVelocity = inAnimator.CalcFinishVelocity(Mathf.Abs(inEnd - from)).PerSecond;\n            var outVelocity = outAnimator.CalcStartVelocity(Mathf.Abs(to - outStart)).PerSecond;\n            IAnimator linearAnimator;\n\n            if (Math.Abs(inVelocity - outVelocity) < EqualDelta)\n            {\n                linearAnimator = Motion.Uniform((float) ((inVelocity + outVelocity) / 2.0));\n            }\n            else\n            {\n                var accel = (outVelocity * outVelocity - inVelocity * inVelocity) / (2.0f * Mathf.Abs(outStart - inEnd));\n                linearAnimator = Motion.Acceleration((float) accel, (float) inVelocity);\n            }\n\n            var compositeAnimator = new CompositeAnimator(new[]\n            {\n                Tuple.Create(inAnimator, Mathf.Abs(inEnd - from)),\n                Tuple.Create(linearAnimator, Mathf.Abs(outStart - inEnd)),\n                Tuple.Create(outAnimator, Mathf.Abs(to - outStart)),\n            });\n            return Play(new[] {from, inEnd, outStart, to}, compositeAnimator, scheduler);\n        }\n\n        public static IObservable<float> Play(float[] path, IAnimator animator)\n        {\n            return Play(path, animator, DefaultScheduler);\n        }\n\n        public static IObservable<float> Play(float[] path, IAnimator animator, IScheduler scheduler)\n        {\n            var distance = new List<float>();\n            var sum = 0.0f;\n            for (var i = 0; i < path.Length - 1; ++i)\n            {\n                var d = Mathf.Abs(path[i] - path[i + 1]);\n                distance.Add(sum + d);\n                sum += d;\n            }\n            return PlayInternal(animator, sum, scheduler)\n                .Select(x =>\n                {\n                    var a = x * sum;\n                    var i = 0;\n                    for (; i < distance.Count - 1; i++)\n                    {\n                        if (distance[i] > a) break;\n                    }\n\n                    var b = i == 0 ? 0 : distance[i - 1];\n                    return Mathf.LerpUnclamped(path[i], path[i + 1], (a - b) / (distance[i] - b));\n                });\n        }\n\n        public static IObservable<float> Play(this IObservable<float> self, float from, float to, IAnimator animator)\n        {\n            return Play(self, from, to, animator, DefaultScheduler);\n        }\n\n        public static IObservable<float> Play(this IObservable<float> self, float from, float to, IAnimator animator, IScheduler scheduler)\n        {\n            return self.Concat(Play(from, to, animator, scheduler));\n        }\n\n        public static IObservable<float> Play(this IObservable<float> self, float from, float[] path, IAnimator animator)\n        {\n            return Play(self, from, path, animator, DefaultScheduler);\n        }\n\n        public static IObservable<float> Play(this IObservable<float> self, float from, float[] path, IAnimator animator, IScheduler scheduler)\n        {\n            var merged = new float[path.Length + 1];\n            merged[0] = from;\n            Array.Copy(path, 0, merged, 1, path.Length);\n            return self.Concat(Play(merged, animator, scheduler));\n        }\n\n        public static IObservable<float> Play(this IObservable<float> self, float to, IAnimator animator)\n        {\n            return Play(self, to, animator, DefaultScheduler);\n        }\n\n        public static IObservable<float> Play(this IObservable<float> self, float to, IAnimator animator, IScheduler scheduler)\n        {\n            var hot = self.Publish().RefCount();\n            return Observable.Merge(hot, hot.ContinueWith(x => Play(x, to, animator, scheduler)));\n        }\n\n        public static IObservable<float> Play(this IObservable<float> self, float[] path, IAnimator animator)\n        {\n            return Play(self, path, animator, DefaultScheduler);\n        }\n\n        public static IObservable<float> Play(this IObservable<float> self, float[] path, IAnimator animator, IScheduler scheduler)\n        {\n            return self.Select(x =>\n            {\n                var merged = new float[path.Length + 1];\n                merged[0] = x;\n                Array.Copy(path, 0, merged, 1, path.Length);\n                return Observable.Return(x).Concat(Play(merged, animator, scheduler));\n            }).Switch();\n        }\n\n        public static IObservable<float> PlayRelative(float from, float relative, IAnimator animator)\n        {\n            return PlayRelative(from, relative, animator, DefaultScheduler);\n        }\n\n        public static IObservable<float> PlayRelative(float from, float relative, IAnimator animator, IScheduler scheduler)\n        {\n            return Play(from, from + relative, animator, scheduler);\n        }\n\n        public static IObservable<float> PlayRelative(this IObservable<float> self, float from, float relative, IAnimator animator)\n        {\n            return PlayRelative(self, from, relative, animator, DefaultScheduler);\n        }\n\n        public static IObservable<float> PlayRelative(this IObservable<float> self, float from, float relative, IAnimator animator, IScheduler scheduler)\n        {\n            return self.Concat(Play(from, from + relative, animator, scheduler));\n        }\n\n        public static IObservable<float> PlayRelative(this IObservable<float> self, float relative, IAnimator animator)\n        {\n            return PlayRelative(self, relative, animator, DefaultScheduler);\n        }\n\n        public static IObservable<float> PlayRelative(this IObservable<float> self, float relative, IAnimator animator, IScheduler scheduler)\n        {\n            return self.Select(x => Play(x, x + relative, animator, scheduler)).Switch();\n        }\n\n        public static IObservable<float> Lerp(this IObservable<float> self, float from, float to)\n        {\n            return self.Select(x => Mathf.LerpUnclamped(from, to, x));\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/AnimeRx/Player/AnimeVector1.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: 446d601d500245e6a0cd3df226d0d659\r\ntimeCreated: 1517738437"
  },
  {
    "path": "Assets/Plugins/AnimeRx/Player/AnimeVector2.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing UniRx;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static partial class Anime\n    {\n        public static IObservable<Vector2> Play(Vector2 from, Vector2 to, IAnimator animator)\n        {\n            return Play(from, to, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector2> Play(Vector2 from, Vector2 to, IAnimator animator, IScheduler scheduler)\n        {\n            return PlayInternal(animator, Vector2.Distance(from, to), scheduler)\n                .Select(x => Vector2.LerpUnclamped(from, to, x));\n        }\n\n        public static IObservable<Vector2> PlayIn(Vector2 from, Vector2 inEnd, Vector2 to, IAnimator inAnimator)\n        {\n            return PlayIn(from, inEnd, to, inAnimator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector2> PlayIn(Vector2 from, Vector2 inEnd, Vector2 to, IAnimator inAnimator, IScheduler scheduler)\n        {\n            var velocity = inAnimator.CalcFinishVelocity(Vector2.Distance(inEnd, from));\n            var linearAnimator = Easing.Linear(velocity);\n            var compositeAnimator = new CompositeAnimator(new[]\n            {\n                Tuple.Create(inAnimator, Vector2.Distance(inEnd, from)),\n                Tuple.Create(linearAnimator, Vector2.Distance(to, inEnd)),\n            });\n            return Play(new[] {from, inEnd, to}, compositeAnimator, scheduler);\n        }\n\n        public static IObservable<Vector2> PlayOut(Vector2 from, Vector2 outStart, Vector2 to, IAnimator outAnimator)\n        {\n            return PlayOut(from, outStart, to, outAnimator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector2> PlayOut(Vector2 from, Vector2 outStart, Vector2 to, IAnimator outAnimator, IScheduler scheduler)\n        {\n            var velocity = outAnimator.CalcStartVelocity(Vector2.Distance(to, outStart));\n            var linearAnimator = Easing.Linear(velocity);\n            var compositeAnimator = new CompositeAnimator(new[]\n            {\n                Tuple.Create(linearAnimator, Vector2.Distance(outStart, from)),\n                Tuple.Create(outAnimator, Vector2.Distance(to, outStart)),\n            });\n            return Play(new[] {from, outStart, to}, compositeAnimator, scheduler);\n        }\n\n        public static IObservable<Vector2> PlayInOut(Vector2 from, Vector2 inEnd, Vector2 outStart, Vector2 to, IAnimator inAnimator, IAnimator outAnimator)\n        {\n            return PlayInOut(from, inEnd, outStart, to, inAnimator, outAnimator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector2> PlayInOut(Vector2 from, Vector2 inEnd, Vector2 outStart, Vector2 to, IAnimator inAnimator, IAnimator outAnimator, IScheduler scheduler)\n        {\n            var inVelocity = inAnimator.CalcFinishVelocity(Vector2.Distance(inEnd, from)).PerSecond;\n            var outVelocity = outAnimator.CalcStartVelocity(Vector2.Distance(to, outStart)).PerSecond;\n            IAnimator linearAnimator;\n\n            if (Math.Abs(inVelocity - outVelocity) < EqualDelta)\n            {\n                linearAnimator = Motion.Uniform((float) ((inVelocity + outVelocity) / 2.0));\n            }\n            else\n            {\n                var accel = (outVelocity * outVelocity - inVelocity * inVelocity) / (2.0f * Vector2.Distance(outStart, inEnd));\n                linearAnimator = Motion.Acceleration((float) accel, (float) inVelocity);\n            }\n\n            var compositeAnimator = new CompositeAnimator(new[]\n            {\n                Tuple.Create(inAnimator, Vector2.Distance(inEnd, from)),\n                Tuple.Create(linearAnimator, Vector2.Distance(outStart, inEnd)),\n                Tuple.Create(outAnimator, Vector2.Distance(to, outStart)),\n            });\n            return Play(new[] {from, inEnd, outStart, to}, compositeAnimator, scheduler);\n        }\n\n        public static IObservable<Vector2> Play(Vector2[] path, IAnimator animator)\n        {\n            return Play(path, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector2> Play(Vector2[] path, IAnimator animator, IScheduler scheduler)\n        {\n            var distance = new List<float>();\n            var sum = 0.0f;\n            for (var i = 0; i < path.Length - 1; ++i)\n            {\n                var d = Vector2.Distance(path[i], path[i + 1]);\n                distance.Add(sum + d);\n                sum += d;\n            }\n            return PlayInternal(animator, sum, scheduler)\n                .Select(x =>\n                {\n                    var a = x * sum;\n                    var i = 0;\n                    for (; i < distance.Count - 1; i++)\n                    {\n                        if (distance[i] > a) break;\n                    }\n\n                    var b = i == 0 ? 0 : distance[i - 1];\n                    return Vector2.LerpUnclamped(path[i], path[i + 1], (a - b) / (distance[i] - b));\n                });\n        }\n\n        public static IObservable<Vector2> Play(this IObservable<Vector2> self, Vector2 from, Vector2 to, IAnimator animator)\n        {\n            return Play(self, from, to, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector2> Play(this IObservable<Vector2> self, Vector2 from, Vector2 to, IAnimator animator, IScheduler scheduler)\n        {\n            return self.Concat(Play(from, to, animator, scheduler));\n        }\n\n        public static IObservable<Vector2> Play(this IObservable<Vector2> self, Vector2 from, Vector2[] path, IAnimator animator)\n        {\n            return Play(self, from, path, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector2> Play(this IObservable<Vector2> self, Vector2 from, Vector2[] path, IAnimator animator, IScheduler scheduler)\n        {\n            var merged = new Vector2[path.Length + 1];\n            merged[0] = from;\n            Array.Copy(path, 0, merged, 1, path.Length);\n            return self.Concat(Play(merged, animator, scheduler));\n        }\n\n        public static IObservable<Vector2> Play(this IObservable<Vector2> self, Vector2 to, IAnimator animator)\n        {\n            return Play(self, to, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector2> Play(this IObservable<Vector2> self, Vector2 to, IAnimator animator, IScheduler scheduler)\n        {\n            var hot = self.Publish().RefCount();\n            return Observable.Merge(hot, hot.ContinueWith(x => Play(x, to, animator, scheduler)));\n        }\n\n        public static IObservable<Vector2> Play(this IObservable<Vector2> self, Vector2[] path, IAnimator animator)\n        {\n            return Play(self, path, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector2> Play(this IObservable<Vector2> self, Vector2[] path, IAnimator animator, IScheduler scheduler)\n        {\n            return self.Select(x =>\n            {\n                var merged = new Vector2[path.Length + 1];\n                merged[0] = x;\n                Array.Copy(path, 0, merged, 1, path.Length);\n                return Observable.Return(x).Concat(Play(merged, animator, scheduler));\n            }).Switch();\n        }\n\n        public static IObservable<Vector2> PlayRelative(Vector2 from, Vector2 relative, IAnimator animator)\n        {\n            return PlayRelative(from, relative, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector2> PlayRelative(Vector2 from, Vector2 relative, IAnimator animator, IScheduler scheduler)\n        {\n            return Play(from, from + relative, animator, scheduler);\n        }\n\n        public static IObservable<Vector2> PlayRelative(this IObservable<Vector2> self, Vector2 from, Vector2 relative, IAnimator animator)\n        {\n            return PlayRelative(self, from, relative, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector2> PlayRelative(this IObservable<Vector2> self, Vector2 from, Vector2 relative, IAnimator animator, IScheduler scheduler)\n        {\n            return self.Concat(Play(from, from + relative, animator, scheduler));\n        }\n\n        public static IObservable<Vector2> PlayRelative(this IObservable<Vector2> self, Vector2 relative, IAnimator animator)\n        {\n            return PlayRelative(self, relative, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector2> PlayRelative(this IObservable<Vector2> self, Vector2 relative, IAnimator animator, IScheduler scheduler)\n        {\n            return self.Select(x => Play(x, x + relative, animator, scheduler)).Switch();\n        }\n\n        public static IObservable<Vector2> Lerp(this IObservable<float> self, Vector2 from, Vector2 to)\n        {\n            return self.Select(x => Vector2.LerpUnclamped(from, to, x));\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/AnimeRx/Player/AnimeVector2.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: 6e8216b0bf51431cb54c87023c4a4dc1\r\ntimeCreated: 1517738490"
  },
  {
    "path": "Assets/Plugins/AnimeRx/Player/AnimeVector3.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing UniRx;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static partial class Anime\n    {\n        public static IObservable<Vector3> Play(Vector3 from, Vector3 to, IAnimator animator)\n        {\n            return Play(from, to, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector3> Play(Vector3 from, Vector3 to, IAnimator animator, IScheduler scheduler)\n        {\n            return PlayInternal(animator, Vector3.Distance(from, to), scheduler)\n                .Select(x => Vector3.LerpUnclamped(from, to, x));\n        }\n\n        public static IObservable<Vector3> PlayIn(Vector3 from, Vector3 inEnd, Vector3 to, IAnimator inAnimator)\n        {\n            return PlayIn(from, inEnd, to, inAnimator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector3> PlayIn(Vector3 from, Vector3 inEnd, Vector3 to, IAnimator inAnimator, IScheduler scheduler)\n        {\n            var velocity = inAnimator.CalcFinishVelocity(Vector3.Distance(inEnd, from));\n            var linearAnimator = Easing.Linear(velocity);\n            var compositeAnimator = new CompositeAnimator(new[]\n            {\n                Tuple.Create(inAnimator, Vector3.Distance(inEnd, from)),\n                Tuple.Create(linearAnimator, Vector3.Distance(to, inEnd)),\n            });\n            return Play(new[] {from, inEnd, to}, compositeAnimator, scheduler);\n        }\n\n        public static IObservable<Vector3> PlayOut(Vector3 from, Vector3 outStart, Vector3 to, IAnimator outAnimator)\n        {\n            return PlayOut(from, outStart, to, outAnimator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector3> PlayOut(Vector3 from, Vector3 outStart, Vector3 to, IAnimator outAnimator, IScheduler scheduler)\n        {\n            var velocity = outAnimator.CalcStartVelocity(Vector3.Distance(to, outStart));\n            var linearAnimator = Easing.Linear(velocity);\n            var compositeAnimator = new CompositeAnimator(new[]\n            {\n                Tuple.Create(linearAnimator, Vector3.Distance(outStart, from)),\n                Tuple.Create(outAnimator, Vector3.Distance(to, outStart)),\n            });\n            return Play(new[] {from, outStart, to}, compositeAnimator, scheduler);\n        }\n\n        public static IObservable<Vector3> PlayInOut(Vector3 from, Vector3 inEnd, Vector3 outStart, Vector3 to, IAnimator inAnimator, IAnimator outAnimator)\n        {\n            return PlayInOut(from, inEnd, outStart, to, inAnimator, outAnimator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector3> PlayInOut(Vector3 from, Vector3 inEnd, Vector3 outStart, Vector3 to, IAnimator inAnimator, IAnimator outAnimator, IScheduler scheduler)\n        {\n            var inVelocity = inAnimator.CalcFinishVelocity(Vector3.Distance(inEnd, from)).PerSecond;\n            var outVelocity = outAnimator.CalcStartVelocity(Vector3.Distance(to, outStart)).PerSecond;\n            IAnimator linearAnimator;\n\n            if (Math.Abs(inVelocity - outVelocity) < EqualDelta)\n            {\n                linearAnimator = Motion.Uniform((float) ((inVelocity + outVelocity) / 2.0));\n            }\n            else\n            {\n                var accel = (outVelocity * outVelocity - inVelocity * inVelocity) / (2.0f * Vector3.Distance(outStart, inEnd));\n                linearAnimator = Motion.Acceleration((float) accel, (float) inVelocity);\n            }\n\n            var compositeAnimator = new CompositeAnimator(new[]\n            {\n                Tuple.Create(inAnimator, Vector3.Distance(inEnd, from)),\n                Tuple.Create(linearAnimator, Vector3.Distance(outStart, inEnd)),\n                Tuple.Create(outAnimator, Vector3.Distance(to, outStart)),\n            });\n            return Play(new[] {from, inEnd, outStart, to}, compositeAnimator, scheduler);\n        }\n\n        public static IObservable<Vector3> Play(Vector3[] path, IAnimator animator)\n        {\n            return Play(path, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector3> Play(Vector3[] path, IAnimator animator, IScheduler scheduler)\n        {\n            var distance = new List<float>();\n            var sum = 0.0f;\n            for (var i = 0; i < path.Length - 1; ++i)\n            {\n                var d = Vector3.Distance(path[i], path[i + 1]);\n                distance.Add(sum + d);\n                sum += d;\n            }\n            return PlayInternal(animator, sum, scheduler)\n                .Select(x =>\n                {\n                    var a = x * sum;\n                    var i = 0;\n                    for (; i < distance.Count - 1; i++)\n                    {\n                        if (distance[i] > a) break;\n                    }\n\n                    var b = i == 0 ? 0 : distance[i - 1];\n                    return Vector3.LerpUnclamped(path[i], path[i + 1], (a - b) / (distance[i] - b));\n                });\n        }\n\n        public static IObservable<Vector3> Play(this IObservable<Vector3> self, Vector3 from, Vector3 to, IAnimator animator)\n        {\n            return Play(self, from, to, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector3> Play(this IObservable<Vector3> self, Vector3 from, Vector3 to, IAnimator animator, IScheduler scheduler)\n        {\n            return self.Concat(Play(from, to, animator, scheduler));\n        }\n\n        public static IObservable<Vector3> Play(this IObservable<Vector3> self, Vector3 from, Vector3[] path, IAnimator animator)\n        {\n            return Play(self, from, path, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector3> Play(this IObservable<Vector3> self, Vector3 from, Vector3[] path, IAnimator animator, IScheduler scheduler)\n        {\n            var merged = new Vector3[path.Length + 1];\n            merged[0] = from;\n            Array.Copy(path, 0, merged, 1, path.Length);\n            return self.Concat(Play(merged, animator, scheduler));\n        }\n\n        public static IObservable<Vector3> Play(this IObservable<Vector3> self, Vector3 to, IAnimator animator)\n        {\n            return Play(self, to, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector3> Play(this IObservable<Vector3> self, Vector3 to, IAnimator animator, IScheduler scheduler)\n        {\n            var hot = self.Publish().RefCount();\n            return Observable.Merge(hot, hot.ContinueWith(x => Play(x, to, animator, scheduler)));\n        }\n\n        public static IObservable<Vector3> Play(this IObservable<Vector3> self, Vector3[] path, IAnimator animator)\n        {\n            return Play(self, path, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector3> Play(this IObservable<Vector3> self, Vector3[] path, IAnimator animator, IScheduler scheduler)\n        {\n            return self.Select(x =>\n            {\n                var merged = new Vector3[path.Length + 1];\n                merged[0] = x;\n                Array.Copy(path, 0, merged, 1, path.Length);\n                return Observable.Return(x).Concat(Play(merged, animator, scheduler));\n            }).Switch();\n        }\n\n        public static IObservable<Vector3> PlayRelative(Vector3 from, Vector3 relative, IAnimator animator)\n        {\n            return PlayRelative(from, relative, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector3> PlayRelative(Vector3 from, Vector3 relative, IAnimator animator, IScheduler scheduler)\n        {\n            return Play(from, from + relative, animator, scheduler);\n        }\n\n        public static IObservable<Vector3> PlayRelative(this IObservable<Vector3> self, Vector3 from, Vector3 relative, IAnimator animator)\n        {\n            return PlayRelative(self, from, relative, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector3> PlayRelative(this IObservable<Vector3> self, Vector3 from, Vector3 relative, IAnimator animator, IScheduler scheduler)\n        {\n            return self.Concat(Play(from, from + relative, animator, scheduler));\n        }\n\n        public static IObservable<Vector3> PlayRelative(this IObservable<Vector3> self, Vector3 relative, IAnimator animator)\n        {\n            return PlayRelative(self, relative, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector3> PlayRelative(this IObservable<Vector3> self, Vector3 relative, IAnimator animator, IScheduler scheduler)\n        {\n            return self.Select(x => Play(x, x + relative, animator, scheduler)).Switch();\n        }\n\n        public static IObservable<Vector3> Lerp(this IObservable<float> self, Vector3 from, Vector3 to)\n        {\n            return self.Select(x => Vector3.LerpUnclamped(from, to, x));\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Plugins/AnimeRx/Player/AnimeVector3.cs.meta",
    "content": "﻿fileFormatVersion: 2\r\nguid: 847cbb275d424421b9d1c89e9a5fab30\r\ntimeCreated: 1517736488"
  },
  {
    "path": "Assets/Plugins/AnimeRx/Player/AnimeVector4.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing UniRx;\nusing UnityEngine;\n\nnamespace AnimeRx\n{\n    public static partial class Anime\n    {\n        public static IObservable<Vector4> Play(Vector4 from, Vector4 to, IAnimator animator)\n        {\n            return Play(from, to, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector4> Play(Vector4 from, Vector4 to, IAnimator animator, IScheduler scheduler)\n        {\n            return PlayInternal(animator, Vector4.Distance(from, to), scheduler)\n                .Select(x => Vector4.LerpUnclamped(from, to, x));\n        }\n\n        public static IObservable<Vector4> PlayIn(Vector4 from, Vector4 inEnd, Vector4 to, IAnimator inAnimator)\n        {\n            return PlayIn(from, inEnd, to, inAnimator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector4> PlayIn(Vector4 from, Vector4 inEnd, Vector4 to, IAnimator inAnimator, IScheduler scheduler)\n        {\n            var velocity = inAnimator.CalcFinishVelocity(Vector4.Distance(inEnd, from));\n            var linearAnimator = Easing.Linear(velocity);\n            var compositeAnimator = new CompositeAnimator(new[]\n            {\n                Tuple.Create(inAnimator, Vector4.Distance(inEnd, from)),\n                Tuple.Create(linearAnimator, Vector4.Distance(to, inEnd)),\n            });\n            return Play(new[] {from, inEnd, to}, compositeAnimator, scheduler);\n        }\n\n        public static IObservable<Vector4> PlayOut(Vector4 from, Vector4 outStart, Vector4 to, IAnimator outAnimator)\n        {\n            return PlayOut(from, outStart, to, outAnimator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector4> PlayOut(Vector4 from, Vector4 outStart, Vector4 to, IAnimator outAnimator, IScheduler scheduler)\n        {\n            var velocity = outAnimator.CalcStartVelocity(Vector4.Distance(to, outStart));\n            var linearAnimator = Easing.Linear(velocity);\n            var compositeAnimator = new CompositeAnimator(new[]\n            {\n                Tuple.Create(linearAnimator, Vector4.Distance(outStart, from)),\n                Tuple.Create(outAnimator, Vector4.Distance(to, outStart)),\n            });\n            return Play(new[] {from, outStart, to}, compositeAnimator, scheduler);\n        }\n\n        public static IObservable<Vector4> PlayInOut(Vector4 from, Vector4 inEnd, Vector4 outStart, Vector4 to, IAnimator inAnimator, IAnimator outAnimator)\n        {\n            return PlayInOut(from, inEnd, outStart, to, inAnimator, outAnimator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector4> PlayInOut(Vector4 from, Vector4 inEnd, Vector4 outStart, Vector4 to, IAnimator inAnimator, IAnimator outAnimator, IScheduler scheduler)\n        {\n            var inVelocity = inAnimator.CalcFinishVelocity(Vector4.Distance(inEnd, from)).PerSecond;\n            var outVelocity = outAnimator.CalcStartVelocity(Vector4.Distance(to, outStart)).PerSecond;\n            IAnimator linearAnimator;\n\n            if (Math.Abs(inVelocity - outVelocity) < EqualDelta)\n            {\n                linearAnimator = Motion.Uniform((float) ((inVelocity + outVelocity) / 2.0));\n            }\n            else\n            {\n                var accel = (outVelocity * outVelocity - inVelocity * inVelocity) / (2.0f * Vector4.Distance(outStart, inEnd));\n                linearAnimator = Motion.Acceleration((float) accel, (float) inVelocity);\n            }\n\n            var compositeAnimator = new CompositeAnimator(new[]\n            {\n                Tuple.Create(inAnimator, Vector4.Distance(inEnd, from)),\n                Tuple.Create(linearAnimator, Vector4.Distance(outStart, inEnd)),\n                Tuple.Create(outAnimator, Vector4.Distance(to, outStart)),\n            });\n            return Play(new[] {from, inEnd, outStart, to}, compositeAnimator, scheduler);\n        }\n\n        public static IObservable<Vector4> Play(Vector4[] path, IAnimator animator)\n        {\n            return Play(path, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector4> Play(Vector4[] path, IAnimator animator, IScheduler scheduler)\n        {\n            var distance = new List<float>();\n            var sum = 0.0f;\n            for (var i = 0; i < path.Length - 1; ++i)\n            {\n                var d = Vector4.Distance(path[i], path[i + 1]);\n                distance.Add(sum + d);\n                sum += d;\n            }\n            return PlayInternal(animator, sum, scheduler)\n                .Select(x =>\n                {\n                    var a = x * sum;\n                    var i = 0;\n                    for (; i < distance.Count - 1; i++)\n                    {\n                        if (distance[i] > a) break;\n                    }\n\n                    var b = i == 0 ? 0 : distance[i - 1];\n                    return Vector4.LerpUnclamped(path[i], path[i + 1], (a - b) / (distance[i] - b));\n                });\n        }\n\n        public static IObservable<Vector4> Play(this IObservable<Vector4> self, Vector4 from, Vector4 to, IAnimator animator)\n        {\n            return Play(self, from, to, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector4> Play(this IObservable<Vector4> self, Vector4 from, Vector4 to, IAnimator animator, IScheduler scheduler)\n        {\n            return self.Concat(Play(from, to, animator, scheduler));\n        }\n\n        public static IObservable<Vector4> Play(this IObservable<Vector4> self, Vector4 from, Vector4[] path, IAnimator animator)\n        {\n            return Play(self, from, path, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector4> Play(this IObservable<Vector4> self, Vector4 from, Vector4[] path, IAnimator animator, IScheduler scheduler)\n        {\n            var merged = new Vector4[path.Length + 1];\n            merged[0] = from;\n            Array.Copy(path, 0, merged, 1, path.Length);\n            return self.Concat(Play(merged, animator, scheduler));\n        }\n\n        public static IObservable<Vector4> Play(this IObservable<Vector4> self, Vector4 to, IAnimator animator)\n        {\n            return Play(self, to, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector4> Play(this IObservable<Vector4> self, Vector4 to, IAnimator animator, IScheduler scheduler)\n        {\n            var hot = self.Publish().RefCount();\n            return Observable.Merge(hot, hot.ContinueWith(x => Play(x, to, animator, scheduler)));\n        }\n\n        public static IObservable<Vector4> Play(this IObservable<Vector4> self, Vector4[] path, IAnimator animator)\n        {\n            return Play(self, path, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector4> Play(this IObservable<Vector4> self, Vector4[] path, IAnimator animator, IScheduler scheduler)\n        {\n            return self.Select(x =>\n            {\n                var merged = new Vector4[path.Length + 1];\n                merged[0] = x;\n                Array.Copy(path, 0, merged, 1, path.Length);\n                return Observable.Return(x).Concat(Play(merged, animator, scheduler));\n            }).Switch();\n        }\n\n        public static IObservable<Vector4> PlayRelative(Vector4 from, Vector4 relative, IAnimator animator)\n        {\n            return PlayRelative(from, relative, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector4> PlayRelative(Vector4 from, Vector4 relative, IAnimator animator, IScheduler scheduler)\n        {\n            return Play(from, from + relative, animator, scheduler);\n        }\n\n        public static IObservable<Vector4> PlayRelative(this IObservable<Vector4> self, Vector4 from, Vector4 relative, IAnimator animator)\n        {\n            return PlayRelative(self, from, relative, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector4> PlayRelative(this IObservable<Vector4> self, Vector4 from, Vector4 relative, IAnimator animator, IScheduler scheduler)\n        {\n            return self.Concat(Play(from, from + relative, animator, scheduler));\n        }\n\n        public static IObservable<Vector4> PlayRelative(this IObservable<Vector4> self, Vector4 relative, IAnimator animator)\n        {\n            return PlayRelative(self, relative, animator, DefaultScheduler);\n        }\n\n        public static IObservable<Vector4> PlayRelative(this IObservable<Vector4> self, Vector4 relative, IAnimator animator, IScheduler scheduler)\n        {\n            return self.Select(x => Play(x, x + relative, animator, scheduler)).Switch();\n        }\n\n        public static IObservable<Vector4> Lerp(this IObservable<float> self, Vector4 from, Vector4 to)\n        {\n            return self.Select(x => Vector4.LerpUnclamped(from, to, x));\n        }\n    }\n}\n"
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  },
  {
    "path": "Assets/Plugins/AnimeRx/Player/Stay.cs",
    "content": "﻿using System;\nusing UniRx;\n\nnamespace AnimeRx\n{\n    public static partial class Anime\n    {\n        public static IObservable<T> Stay<T>(T value)\n        {\n            return Observable.Return(value);\n        }\n\n        public static IObservable<T> Stay<T>(this IObservable<T> self, T value)\n        {\n            return self.Concat(Stay(value));\n        }\n    }\n}\n"
  },
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  },
  {
    "path": "Assets/Plugins/AnimeRx/Player/Stop.cs",
    "content": "using System;\nusing UniRx;\nnamespace AnimeRx\n{\n    public static partial class Anime\n    {\n        public static IObservable<Unit> Sleep(float duration)\n        {\n            return Sleep(duration, DefaultScheduler);\n        }\n\n        public static IObservable<Unit> Sleep(float duration, IScheduler scheduler)\n        {\n            return SleepInternal(duration, scheduler);\n        }\n\n        public static IObservable<T> Sleep<T>(float duration, T value)\n        {\n            return Sleep(duration, value, DefaultScheduler);\n        }\n\n        public static IObservable<T> Sleep<T>(float duration, T value, IScheduler scheduler)\n        {\n            return SleepInternal(duration, scheduler).Select(_ => value);\n        }\n\n        public static IObservable<T> Sleep<T>(this IObservable<T> self, float duration)\n        {\n            return Sleep(self, duration, DefaultScheduler);\n        }\n\n        public static IObservable<T> Sleep<T>(this IObservable<T> self, float duration, IScheduler scheduler)\n        {\n            var hot = self.Publish().RefCount();\n            return Observable.Merge(hot, hot.ContinueWith(x => Sleep(duration, x, scheduler)));\n        }\n\n        public static IObservable<T> Sleep<T>(this IObservable<T> self, float duration, T value)\n        {\n            return self.Concat(Sleep(duration, value));\n        }\n\n        public static IObservable<T> Sleep<T>(this IObservable<T> self, float duration, T value, IScheduler scheduler)\n        {\n            return self.Concat(Sleep(duration, value, scheduler));\n        }\n    }\n}\n"
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  },
  {
    "path": "Assets/Plugins/AnimeRx/README.txt",
    "content": "# Examples\n\nhttps://github.com/kyubuns/AnimeRx/\n"
  },
  {
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  },
  {
    "path": "Assets/Plugins/AnimeRx/Rx/FromMicroCoroutineWithInitialValue.cs",
    "content": "using System;\nusing System.Collections;\nusing System.Threading;\nusing UniRx;\nusing UniRx.Operators;\n\nnamespace AnimeRx\n{\n    internal static class RxExtensions\n    {\n        public static IObservable<T> FromMicroCoroutineWithInitialValue<T>(\n            Func<IObserver<T>, CancellationToken, IEnumerator> coroutine, T initialValue,\n            FrameCountType frameCountType = FrameCountType.Update)\n        {\n            return new FromMicroCoroutineWithInitialValueObservable<T>(coroutine, initialValue, frameCountType);\n        }\n\n        internal class FromMicroCoroutineWithInitialValueObservable<T> : OperatorObservableBase<T>\n        {\n            readonly T initialValue;\n            readonly Func<IObserver<T>, CancellationToken, IEnumerator> coroutine;\n            readonly FrameCountType frameCountType;\n\n            public FromMicroCoroutineWithInitialValueObservable(\n                Func<IObserver<T>, CancellationToken, IEnumerator> coroutine, T initialValue,\n                FrameCountType frameCountType)\n                : base(false)\n            {\n                this.initialValue = initialValue;\n                this.coroutine = coroutine;\n                this.frameCountType = frameCountType;\n            }\n\n            protected override IDisposable SubscribeCore(IObserver<T> observer, IDisposable cancel)\n            {\n                observer.OnNext(this.initialValue);\n\n                var microCoroutineObserver = new FromMicroCoroutine(observer, cancel);\n\n#if (UNITY_2018_3_OR_NEWER && (NET_STANDARD_2_0 || NET_4_6))\n                var moreCancel = new CancellationDisposable();\n                var token = moreCancel.Token;\n#else\n                var moreCancel = new BooleanDisposable();\n                var token = new CancellationToken(moreCancel);\n#endif\n\n                switch (frameCountType)\n                {\n                    case FrameCountType.Update:\n                        MainThreadDispatcher.StartUpdateMicroCoroutine(coroutine(microCoroutineObserver, token));\n                        break;\n                    case FrameCountType.FixedUpdate:\n                        MainThreadDispatcher.StartFixedUpdateMicroCoroutine(coroutine(microCoroutineObserver, token));\n                        break;\n                    case FrameCountType.EndOfFrame:\n                        MainThreadDispatcher.StartEndOfFrameMicroCoroutine(coroutine(microCoroutineObserver, token));\n                        break;\n                    default:\n                        throw new ArgumentException(\"Invalid FrameCountType:\" + frameCountType);\n                }\n\n                return moreCancel;\n            }\n\n            class FromMicroCoroutine : OperatorObserverBase<T, T>\n            {\n                public FromMicroCoroutine(IObserver<T> observer, IDisposable cancel) : base(observer, cancel)\n                {\n                }\n\n                public override void OnNext(T value)\n                {\n                    try\n                    {\n                        base.observer.OnNext(value);\n                    }\n                    catch\n                    {\n                        Dispose();\n                        throw;\n                    }\n                }\n\n                public override void OnError(Exception error)\n                {\n                    try\n                    {\n                        observer.OnError(error);\n                    }\n                    finally\n                    {\n                        Dispose();\n                    }\n                }\n\n                public override void OnCompleted()\n                {\n                    try\n                    {\n                        observer.OnCompleted();\n                    }\n                    finally\n                    {\n                        Dispose();\n                    }\n                }\n            }\n        }\n    }\n}\n"
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  },
  {
    "path": "Assets/Plugins/AnimeRx/Scheduler/IScheduler.cs",
    "content": "﻿namespace AnimeRx\n{\n    public interface IScheduler\n    {\n        float Now { get; }\n    }\n}"
  },
  {
    "path": "Assets/Plugins/AnimeRx/Scheduler/IScheduler.cs.meta",
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  },
  {
    "path": "Assets/Plugins/AnimeRx/Scheduler/TimeScheduler.cs",
    "content": "﻿using UnityEngine;\n\nnamespace AnimeRx\n{\n    public class TimeScheduler : IScheduler\n    {\n        public float Now\n        {\n            get { return Time.time; }\n        }\n    }\n}"
  },
  {
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  },
  {
    "path": "Assets/Plugins/AnimeRx/Scheduler/UnscaledTimeScheduler.cs",
    "content": "﻿using UnityEngine;\n\nnamespace AnimeRx\n{\n    public class UnscaledTimeScheduler : IScheduler\n    {\n        public float Now\n        {\n            get { return Time.unscaledTime; }\n        }\n    }\n}"
  },
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    "path": "Assets/Plugins/AnimeRx/Scheduler/UnscaledTimeScheduler.cs.meta",
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  },
  {
    "path": "Assets/Plugins/AnimeRx/Version.txt",
    "content": "1.3.2\n"
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  {
    "path": "Assets/Plugins/AnimeRx/package.json",
    "content": "{\n  \"name\": \"dev.kyubuns.animerx\",\n  \"displayName\": \"AnimeRx\",\n  \"version\": \"1.3.2\",\n  \"unity\": \"2019.4\",\n  \"description\": \"Rx Tween Animation Library\",\n  \"documentationUrl\": \"https://github.com/kyubuns/AnimeRx\",\n  \"dependencies\": {\n  },\n  \"author\": {\n    \"name\": \"kyubuns\",\n    \"email\": \"kyubuns@gmail.com\",\n    \"url\": \"https://kyubuns.dev/\"\n  },\n  \"type\": \"library\"\n}\n"
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  },
  {
    "path": "LICENSE",
    "content": "MIT License\n\nCopyright (c) 2018 kyubuns\n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this software and associated documentation files (the \"Software\"), to deal\nin the Software without restriction, including without limitation the rights\nto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\ncopies of the Software, and to permit persons to whom the Software is\nfurnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n"
  },
  {
    "path": "Packages/manifest.json",
    "content": "{\n  \"dependencies\": {\n    \"com.neuecc.unirx\": \"https://github.com/neuecc/UniRx.git?path=Assets/Plugins/UniRx/Scripts\",\n    \"com.unity.2d.sprite\": \"1.0.0\",\n    \"com.unity.2d.tilemap\": \"1.0.0\",\n    \"com.unity.ads\": \"3.4.9\",\n    \"com.unity.analytics\": \"3.3.5\",\n    \"com.unity.collab-proxy\": \"1.2.16\",\n    \"com.unity.ide.rider\": \"1.1.4\",\n    \"com.unity.ide.vscode\": \"1.2.1\",\n    \"com.unity.multiplayer-hlapi\": \"1.0.6\",\n    \"com.unity.purchasing\": \"2.1.0\",\n    \"com.unity.test-framework\": \"1.1.16\",\n    \"com.unity.textmeshpro\": \"2.0.1\",\n    \"com.unity.timeline\": \"1.2.6\",\n    \"com.unity.ugui\": \"1.0.0\",\n    \"com.unity.xr.legacyinputhelpers\": \"2.1.4\",\n    \"com.unity.modules.ai\": \"1.0.0\",\n    \"com.unity.modules.androidjni\": \"1.0.0\",\n    \"com.unity.modules.animation\": \"1.0.0\",\n    \"com.unity.modules.assetbundle\": \"1.0.0\",\n    \"com.unity.modules.audio\": \"1.0.0\",\n    \"com.unity.modules.cloth\": \"1.0.0\",\n    \"com.unity.modules.director\": \"1.0.0\",\n    \"com.unity.modules.imageconversion\": \"1.0.0\",\n    \"com.unity.modules.imgui\": \"1.0.0\",\n    \"com.unity.modules.jsonserialize\": \"1.0.0\",\n    \"com.unity.modules.particlesystem\": \"1.0.0\",\n    \"com.unity.modules.physics\": \"1.0.0\",\n    \"com.unity.modules.physics2d\": \"1.0.0\",\n    \"com.unity.modules.screencapture\": \"1.0.0\",\n    \"com.unity.modules.terrain\": \"1.0.0\",\n    \"com.unity.modules.terrainphysics\": \"1.0.0\",\n    \"com.unity.modules.tilemap\": \"1.0.0\",\n    \"com.unity.modules.ui\": \"1.0.0\",\n    \"com.unity.modules.uielements\": \"1.0.0\",\n    \"com.unity.modules.umbra\": \"1.0.0\",\n    \"com.unity.modules.unityanalytics\": \"1.0.0\",\n    \"com.unity.modules.unitywebrequest\": \"1.0.0\",\n    \"com.unity.modules.unitywebrequestassetbundle\": \"1.0.0\",\n    \"com.unity.modules.unitywebrequestaudio\": \"1.0.0\",\n    \"com.unity.modules.unitywebrequesttexture\": \"1.0.0\",\n    \"com.unity.modules.unitywebrequestwww\": \"1.0.0\",\n    \"com.unity.modules.vehicles\": \"1.0.0\",\n    \"com.unity.modules.video\": \"1.0.0\",\n    \"com.unity.modules.vr\": \"1.0.0\",\n    \"com.unity.modules.wind\": \"1.0.0\",\n    \"com.unity.modules.xr\": \"1.0.0\"\n  }\n}\n"
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    "path": "README.md",
    "content": "# AnimeRx - Rx Tween Animation Library for Unity\n\n- ```IObservable<T> Anime.Play(T from, T to, IAnimator animator)```\n\n-----\n\n## Recommend\n\nThis is a library from the days when Task was not yet available in Unity.  \nI recommend using the Task version.  \n[kyubuns/AnimeTask](https://github.com/kyubuns/AnimeTask)\n\n-----\n\n## Instructions\n\n- Import [UniTask](https://github.com/Cysharp/UniTask)\n- Import AnimeRx\n    - Package Manager `https://github.com/kyubuns/AnimeRx.git?path=Assets/Plugins/AnimeRx`\n    - [UnityPackage](https://github.com/kyubuns/AnimeRx/releases)\n\n## Examples\n\n### Basic\n\n![sample1](https://user-images.githubusercontent.com/961165/35796308-7d0512aa-0a9f-11e8-9c66-c1dceeeafb72.gif)\n\n(-5,0,0)から(5,0,0)へ、秒速4mで移動。\n\n```csharp\nAnime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), Motion.Uniform(4f))\n    .Subscribe(x => cube.transform.position = x);\n    //.SubscribeToPosition(cube);\n```\n\n### Method Chain\n\n![sample2](https://user-images.githubusercontent.com/961165/35796309-7d2bbdf6-0a9f-11e8-8fe1-acef944a36c0.gif)\n\n(-5,0,0)から(5,0,0)へ移動した後、(0,3,0)に等速で移動。  \nこの方法を用いた場合、1つ目の移動と2つ目の移動で1フレームの間、値の変化が停止します。  \nスムーズに移動させるには下記のPathの方法を使用してください。\n\n```csharp\nvar animator = Motion.Uniform(5f);\nAnime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), animator)\n    .Play(new Vector3(0f, 3f, 0f), animator)\n    .SubscribeToPosition(cube);\n```\n\n### Easing\n\n![sample3](https://user-images.githubusercontent.com/961165/35796312-7d518662-0a9f-11e8-99e4-e5943212d966.gif)\n\nEaseOutQuadで2秒かけて移動。\n\n```csharp\nAnime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), Easing.OutQuad(2f))\n    .SubscribeToPosition(cube);\n```\n\n### Sleep\n\n![sample10](https://user-images.githubusercontent.com/961165/35796321-7e3ff25c-0a9f-11e8-956a-d85aa2a30e48.gif)\n\n移動した後、1秒まって再度動き出す。\n\n```csharp\nAnime.Play(new Vector3(-5f, 0f, 0f), new Vector3(0f, 0f, 0f), Easing.OutExpo(2f))\n    .Sleep(1f)\n    .Play(new Vector3(5f, 0f, 0f), Easing.OutExpo(2f))\n    .SubscribeToPosition(cube);\n```\n\n### Path\n\n![sample4](https://user-images.githubusercontent.com/961165/35796313-7d772fc0-0a9f-11e8-91c5-4780b43a5b4f.gif)\n\n指定したpositionに順番に移動。\n\n```csharp\nvar positions = new[]\n{\n    new Vector3(-5f, 0f, 0f),\n    new Vector3(0f, 3f, 0f),\n    new Vector3(5f, 0f, 0f),\n    new Vector3(0f, -3f, 0f),\n    new Vector3(-5f, 0f, 0f),\n};\n\nAnime.Play(positions, Easing.InOutSine(6f))\n    .SubscribeToPosition(cube);\n```\n\n### Combine\n\n![sample5](https://user-images.githubusercontent.com/961165/35796315-7d9e024e-0a9f-11e8-908c-f35b4326ee42.gif)\n\nx, y, zの各座標を別々にアニメーションさせて合成。\n\n```csharp\nvar x = Anime.Play(-5f, 5f, Easing.InOutSine(3f));\n\nvar y = Anime.Play(0f, 3f, Easing.InOutSine(1.5f))\n    .Play(0f, Easing.InOutSine(1.5f));\n\nvar z = Anime.Stay(0f);\n\nObservable.CombineLatest(x, y, z)\n    .SubscribeToPosition(cube);\n```\n\n### AnimationCurve\n\n![sample11](https://user-images.githubusercontent.com/961165/35796322-7e6983e2-0a9f-11e8-807c-ff3a2967a2cf.gif)\n\nUnityEngine.AnimationCurveを利用して移動。\n\n```csharp\nAnime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), Motion.From(curve, 3f))\n    .SubscribeToPosition(cube);\n```\n\n### Extensions\n\n![sample6](https://user-images.githubusercontent.com/961165/35796317-7dc739de-0a9f-11e8-8aef-599e7e325efc.gif)\n\ncube.transform.positionから(3,3,0)へ移動。\n\n```csharp\ncube.transform.position\n    .Play(new Vector3(3f, 3f, 0f), Easing.OutBack(2f))\n    .SubscribeToPosition(cube);\n```\n\n### Circle\n\n![sample8](https://user-images.githubusercontent.com/961165/35796318-7dedcb62-0a9f-11e8-907c-e0ee65298b17.gif)\n\nIObservble<float>を円運動に変換。\n\n```csharp\nAnime.Play(0f, Mathf.PI * 2f, Easing.OutCubic(3f))\n    .Select(x => new Vector3(Mathf.Sin(x), Mathf.Cos(x), 0.0f))\n    .Select(x => x * 3f)\n    .SubscribeToPosition(cube);\n```\n\n### Range / Lerp\n\n![sample17](https://user-images.githubusercontent.com/961165/35954448-0deb1e8e-0ccd-11e8-92ba-1d952a90332e.gif)\n\n途中まで一緒についていく。  \n特定の範囲だけついていく。\n\n```csharp\nvar flow = Anime.Play(Easing.InOutExpo(2.5f))\n    .Stop(0.5f)\n    .Play(1.0f, 0.0f, Easing.InOutExpo(2.5f));\n\nflow\n    .Range(0.0f, 0.5f)\n    .Lerp(new Vector3(-5f, 0f, 0f), new Vector3(0f, 0f, 0f))\n    .SubscribeToPosition(cube2);\n\nflow\n    .Lerp(new Vector3(-5f, -1f, 0f), new Vector3(5f, -1f, 0f))\n    .SubscribeToPosition(cube);\n```\n\n### PlayIn/PlayOut/PlayInOut\n\n![sample24](https://user-images.githubusercontent.com/961165/36070628-70652970-0f42-11e8-980b-5d2b26d28847.gif)\n\nAnimationから等速運動に繋げる。\n\n```csharp\nAnime.PlayIn(-5f, 0f, 5f, Easing.InCubic(1.0f))\n    .SubscribeToPositionX(cube);\n```\n\n### Delay\n\n![sample18](https://user-images.githubusercontent.com/961165/36021790-3d5a335a-0dca-11e8-9481-7376cd25a4c0.gif)\n\nObservable.Delay in UniRx\n\n```csharp\nvar circle = Anime.Play(0f, Mathf.PI * 2f, Easing.OutCubic(3f))\n    .Select(x => new Vector3(Mathf.Sin(x), Mathf.Cos(x), 0.0f))\n    .Select(x => x * 3f);\n\ncircle\n    .SubscribeToPosition(cube);\n\ncircle\n    .Delay(0.3f)\n    .SubscribeToPosition(cube2);\n\ncircle\n    .Delay(0.55f)\n    .SubscribeToPosition(cube3);\n```\n\n### Blend\n\n![sample20](https://user-images.githubusercontent.com/961165/36059327-d082cd18-0e79-11e8-9292-c8f035ba4e00.gif)\n\n2つの移動を足し合わせる。\n\n```csharp\nvar circle = Anime\n    .Play(Mathf.PI, Mathf.PI * 2f * 3f, Easing.InOutSine(3f))\n    .Select(x => new Vector3(Mathf.Sin(x), Mathf.Cos(x), 0f));\n\nvar straight = Anime\n    .Play(-3f, 3f, Easing.InOutSine(3f))\n    .Select(x => new Vector3(0f, x, 0f));\n\nObservable.CombineLatest(circle, straight)\n    .Sum()\n    .SubscribeToPosition(cube);\n```\n\n### WhenAll\n\n![sample9](https://user-images.githubusercontent.com/961165/35796319-7e1568d4-0a9f-11e8-8e08-28ff53093e8c.gif)\n\nWhenAllを使ってアニメーションのタイミングを合わせる。\n\n```csharp\nvar leftCube1 = Anime\n    .Play(new Vector3(-5f, 0f, 0f), new Vector3(-0.5f, 0f, 0f), Easing.Linear(2.5f))\n    .DoToPosition(cube);\n\nvar rightCube1 = Anime\n    .Play(new Vector3(5f, 0f, 0f), new Vector3(0.5f, 0f, 0f), Easing.OutCubic(1f))\n    .DoToPosition(cube2);\n\nvar leftCube2 = Anime\n    .Play(new Vector3(-0.5f, 0f, 0f), new Vector3(-0.5f, 3f, 0f), Easing.OutCubic(1f))\n    .DoToPosition(cube);\n\nvar rightCube2 = Anime\n    .Play(new Vector3(0.5f, 0f, 0f), new Vector3(0.5f, 3f, 0f), Easing.OutCubic(1f))\n    .DoToPosition(cube2);\n\nObservable.WhenAll(leftCube1, rightCube1)\n    .ContinueWith(Observable.WhenAll(leftCube2, rightCube2))\n    .Subscribe();\n```\n\n## Loop, Repeat\n\n```csharp\nvar disposable = Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), Motion.Uniform(5f))\n    .Repeat() // infinite loop\n    .SubscribeToPosition(cube1);\n\nObservable.Timer(TimeSpan.FromSeconds(5)).Subscribe(_ =>\n{\n    Debug.Log(\"Stop!\");\n    disposable.Dispose();\n});\n```\n\n## Create your self!\n\n自由に拡張できるインターフェイスが準備されています。\n\n```csharp\nprivate class ShuffleAnimator : IAnimator\n{\n    private readonly float duration;\n\n    public ShuffleAnimator(float duration)\n    {\n        this.duration = duration;\n    }\n\n    public float CalcFinishTime(float distance)\n    {\n        return duration;\n    }\n\n    public float CalcPosition(float time, float distance)\n    {\n        return Random.Range(0f, 1f);\n    }\n}\n\nprivate void Shuffle()\n{\n    var shuffleX = Anime.Play(-1f, 1f, new ShuffleAnimator(3f));\n    var shuffleY = Anime.Play(-1f, 1f, new ShuffleAnimator(3f));\n\n    Observable.CombineLatest(shuffleX, shuffleY)\n        .Select(x => new Vector3(x[0], x[1]))\n        .SubscribeToPosition(cube);\n}\n```\n\n## Selecting Card\n\n```csharp\nvar selectingCard = new ReactiveProperty<Image>(null);\nforeach (var card in cards)\n{\n    var cardRectTransform = card.GetComponent<RectTransform>();\n    card.OnPointerClickAsObservable().Subscribe(x => selectingCard.Value = card).AddTo(card);\n\n    var gauge = new ReactiveProperty<float>(0f);\n    selectingCard\n        .Select(x =>\n        {\n            var isSelecting = x == card;\n            var target = isSelecting ? 1.0f : 0.0f;\n            var speed = isSelecting ? 1.0f : 2.0f; // 戻る時は2倍速\n            card.color = isSelecting ? Color.yellow : Color.white;\n            return Anime.Play(gauge.Value, target, Motion.Uniform(speed));\n        })\n        .Switch()\n        .Subscribe(x => gauge.Value = x);\n\n    gauge\n        .Subscribe(x =>\n        {\n            var p = cardRectTransform.localPosition;\n            p.y = OutCirc.Calc(x) * SelectingY;\n            cardRectTransform.localPosition = p;\n        })\n        .AddTo(card);\n}\n```\n\n## Requirements\n\n- Unity 2017.1 or later.\n    - checked by 2019\n- Support .net3.5 and .net4.6\n\n## Special thanks\n\n- Inspired by [fumobox/TweenRx](https://github.com/fumobox/TweenRx)\n- [yKimisaki](https://github.com/yKimisaki)\n\n## License\n\nMIT License (see [LICENSE](LICENSE))\n\n"
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  {
    "path": "Scripts/GenerateScript.sh",
    "content": "#!/bin/sh\nset -ex\n\ncd `dirname ${0}`\ncd ../\ncd Assets/Plugins/AnimeRx/\n\n# Player\ncp Player/AnimeVector4.cs Player/AnimeVector3.cs\nsed -i '' 's/Vector4/Vector3/g' Player/AnimeVector3.cs\n\ncp Player/AnimeVector4.cs Player/AnimeVector2.cs\nsed -i '' 's/Vector4/Vector2/g' Player/AnimeVector2.cs\n\ncp Player/AnimeVector4.cs Player/AnimeVector1.cs\nsed -i '' 's/Vector4/float/g' Player/AnimeVector1.cs\nsed -i '' 's/float.Distance(from, to)/Mathf.Abs(from - to)/g' Player/AnimeVector1.cs\nsed -i '' 's/float.Distance(path\\[i\\], path\\[i + 1\\])/Mathf.Abs(path\\[i\\] - path\\[i + 1\\])/g' Player/AnimeVector1.cs\nsed -i '' 's/float.Distance(to, inEnd)/Mathf.Abs(to - inEnd)/g' Player/AnimeVector1.cs\nsed -i '' 's/float.Distance(inEnd, from)/Mathf.Abs(inEnd - from)/g' Player/AnimeVector1.cs\nsed -i '' 's/float.Distance(outStart, from)/Mathf.Abs(outStart - from)/g' Player/AnimeVector1.cs\nsed -i '' 's/float.Distance(to, outStart)/Mathf.Abs(to - outStart)/g' Player/AnimeVector1.cs\nsed -i '' 's/float.Distance(outStart, inEnd)/Mathf.Abs(outStart - inEnd)/g' Player/AnimeVector1.cs\nsed -i '' 's/float.Lerp/Mathf.Lerp/g' Player/AnimeVector1.cs\n\ncp Player/AnimeVector4.cs Player/AnimeColor.cs\nsed -i '' 's/Vector4/Color/g' Player/AnimeColor.cs\nsed -i '' 's/Color.Distance/Vector4.Distance/g' Player/AnimeColor.cs\n\n# Extensions\ncp Extension/TransformLocalPositionExtensions.cs Extension/TransformPositionExtensions.cs\nsed -i '' 's/LocalPosition/Position/g' Extension/TransformPositionExtensions.cs\nsed -i '' 's/localPosition/position/g' Extension/TransformPositionExtensions.cs\n\ncp Extension/TransformLocalPositionExtensions.cs Extension/TransformLocalScaleExtensions.cs\nsed -i '' 's/LocalPosition/LocalScale/g' Extension/TransformLocalScaleExtensions.cs\nsed -i '' 's/localPosition/localScale/g' Extension/TransformLocalScaleExtensions.cs\n\ncp Extension/TransformLocalPositionExtensions.cs Extension/TransformLocalRotationExtensions.cs\nsed -i '' 's/LocalPosition/LocalRotation/g' Extension/TransformLocalRotationExtensions.cs\nsed -i '' 's/localPosition/localEulerAngles/g' Extension/TransformLocalRotationExtensions.cs\n\ncp Extension/TransformLocalPositionExtensions.cs Extension/TransformRotationExtensions.cs\nsed -i '' 's/LocalPosition/Rotation/g' Extension/TransformRotationExtensions.cs\nsed -i '' 's/localPosition/eulerAngles/g' Extension/TransformRotationExtensions.cs\n\ncp Extension/GameObjectLocalPositionExtensions.cs Extension/GameObjectPositionExtensions.cs\nsed -i '' 's/LocalPosition/Position/g' Extension/GameObjectPositionExtensions.cs\n\ncp Extension/GameObjectLocalPositionExtensions.cs Extension/GameObjectLocalScaleExtensions.cs\nsed -i '' 's/LocalPosition/LocalScale/g' Extension/GameObjectLocalScaleExtensions.cs\n\ncp Extension/GameObjectLocalPositionExtensions.cs Extension/GameObjectLocalRotationExtensions.cs\nsed -i '' 's/LocalPosition/LocalRotation/g' Extension/GameObjectLocalRotationExtensions.cs\n\ncp Extension/GameObjectLocalPositionExtensions.cs Extension/GameObjectRotationExtensions.cs\nsed -i '' 's/LocalPosition/Rotation/g' Extension/GameObjectRotationExtensions.cs\n\ncp Extension/Vector4Extensions.cs Extension/Vector3Extensions.cs\nsed -i '' 's/Vector4/Vector3/g' Extension/Vector3Extensions.cs\n\ncp Extension/Vector4Extensions.cs Extension/Vector2Extensions.cs\nsed -i '' 's/Vector4/Vector2/g' Extension/Vector2Extensions.cs\n\ncp Extension/Vector4Extensions.cs Extension/Vector1Extensions.cs\nsed -i '' 's/Vector4/float/g' Extension/Vector1Extensions.cs\nsed -i '' 's/floatExtensions/Vector1Extensions/g' Extension/Vector1Extensions.cs\nsed -i '' 's/new float()/0.0f/g' Extension/Vector1Extensions.cs\n"
  }
]