Repository: kyubuns/AnimeRx
Branch: master
Commit: 3fb7795a10de
Files: 160
Total size: 344.7 KB
Directory structure:
gitextract_a2yv7nxz/
├── .github/
│ └── FUNDING.yml
├── .gitignore
├── AnimeRx.sln.DotSettings
├── Assets/
│ ├── Development/
│ │ ├── Black.mat
│ │ ├── Black.mat.meta
│ │ ├── Development.cs
│ │ ├── Development.cs.meta
│ │ ├── Development.unity
│ │ └── Development.unity.meta
│ ├── Development.meta
│ ├── Editor/
│ │ ├── PackageExporter.cs
│ │ └── PackageExporter.cs.meta
│ ├── Editor.meta
│ ├── Plugins/
│ │ ├── AnimeRx/
│ │ │ ├── Animator/
│ │ │ │ ├── CompositeAnimator.cs
│ │ │ │ ├── CompositeAnimator.cs.meta
│ │ │ │ ├── Easing/
│ │ │ │ │ ├── Back.cs
│ │ │ │ │ ├── Back.cs.meta
│ │ │ │ │ ├── Bounce.cs
│ │ │ │ │ ├── Bounce.cs.meta
│ │ │ │ │ ├── Circ.cs
│ │ │ │ │ ├── Circ.cs.meta
│ │ │ │ │ ├── Const.cs
│ │ │ │ │ ├── Const.cs.meta
│ │ │ │ │ ├── Cubic.cs
│ │ │ │ │ ├── Cubic.cs.meta
│ │ │ │ │ ├── EasingAnimator.cs
│ │ │ │ │ ├── EasingAnimator.cs.meta
│ │ │ │ │ ├── Elastic.cs
│ │ │ │ │ ├── Elastic.cs.meta
│ │ │ │ │ ├── Expo.cs
│ │ │ │ │ ├── Expo.cs.meta
│ │ │ │ │ ├── IEasing.cs
│ │ │ │ │ ├── IEasing.cs.meta
│ │ │ │ │ ├── Linear.cs
│ │ │ │ │ ├── Linear.cs.meta
│ │ │ │ │ ├── Quad.cs
│ │ │ │ │ ├── Quad.cs.meta
│ │ │ │ │ ├── Quart.cs
│ │ │ │ │ ├── Quart.cs.meta
│ │ │ │ │ ├── Quint.cs
│ │ │ │ │ ├── Quint.cs.meta
│ │ │ │ │ ├── Sine.cs
│ │ │ │ │ └── Sine.cs.meta
│ │ │ │ ├── Easing.meta
│ │ │ │ ├── IAnimator.cs
│ │ │ │ ├── IAnimator.cs.meta
│ │ │ │ ├── Motion/
│ │ │ │ │ ├── Acceleration.cs
│ │ │ │ │ ├── Acceleration.cs.meta
│ │ │ │ │ ├── AnimationCurve.cs
│ │ │ │ │ ├── AnimationCurve.cs.meta
│ │ │ │ │ ├── Random.cs
│ │ │ │ │ ├── Random.cs.meta
│ │ │ │ │ ├── Uniform.cs
│ │ │ │ │ └── Uniform.cs.meta
│ │ │ │ ├── Motion.meta
│ │ │ │ ├── Velocity.cs
│ │ │ │ └── Velocity.cs.meta
│ │ │ ├── Animator.meta
│ │ │ ├── AnimeRx.asmdef
│ │ │ ├── AnimeRx.asmdef.meta
│ │ │ ├── Examples/
│ │ │ │ ├── AnimeRx_Examples.unity
│ │ │ │ ├── AnimeRx_Examples.unity.meta
│ │ │ │ ├── Examples.cs
│ │ │ │ ├── Examples.cs.meta
│ │ │ │ ├── ExamplesPlayer.cs
│ │ │ │ └── ExamplesPlayer.cs.meta
│ │ │ ├── Examples.meta
│ │ │ ├── Extension/
│ │ │ │ ├── GameObjectLocalPositionExtensions.cs
│ │ │ │ ├── GameObjectLocalPositionExtensions.cs.meta
│ │ │ │ ├── GameObjectLocalRotationExtensions.cs
│ │ │ │ ├── GameObjectLocalRotationExtensions.cs.meta
│ │ │ │ ├── GameObjectLocalScaleExtensions.cs
│ │ │ │ ├── GameObjectLocalScaleExtensions.cs.meta
│ │ │ │ ├── GameObjectPositionExtensions.cs
│ │ │ │ ├── GameObjectPositionExtensions.cs.meta
│ │ │ │ ├── GameObjectRotationExtensions.cs
│ │ │ │ ├── GameObjectRotationExtensions.cs.meta
│ │ │ │ ├── ObservableExtensions.cs
│ │ │ │ ├── ObservableExtensions.cs.meta
│ │ │ │ ├── TransformLocalPositionExtensions.cs
│ │ │ │ ├── TransformLocalPositionExtensions.cs.meta
│ │ │ │ ├── TransformLocalRotationExtensions.cs
│ │ │ │ ├── TransformLocalRotationExtensions.cs.meta
│ │ │ │ ├── TransformLocalScaleExtensions.cs
│ │ │ │ ├── TransformLocalScaleExtensions.cs.meta
│ │ │ │ ├── TransformPositionExtensions.cs
│ │ │ │ ├── TransformPositionExtensions.cs.meta
│ │ │ │ ├── TransformRotationExtensions.cs
│ │ │ │ ├── TransformRotationExtensions.cs.meta
│ │ │ │ ├── Vector1Extensions.cs
│ │ │ │ ├── Vector1Extensions.cs.meta
│ │ │ │ ├── Vector2Extensions.cs
│ │ │ │ ├── Vector2Extensions.cs.meta
│ │ │ │ ├── Vector3Extensions.cs
│ │ │ │ ├── Vector3Extensions.cs.meta
│ │ │ │ ├── Vector4Extensions.cs
│ │ │ │ └── Vector4Extensions.cs.meta
│ │ │ ├── Extension.meta
│ │ │ ├── LICENSE.txt
│ │ │ ├── LICENSE.txt.meta
│ │ │ ├── Player/
│ │ │ │ ├── Anime.cs
│ │ │ │ ├── Anime.cs.meta
│ │ │ │ ├── AnimeColor.cs
│ │ │ │ ├── AnimeColor.cs.meta
│ │ │ │ ├── AnimeVector1.cs
│ │ │ │ ├── AnimeVector1.cs.meta
│ │ │ │ ├── AnimeVector2.cs
│ │ │ │ ├── AnimeVector2.cs.meta
│ │ │ │ ├── AnimeVector3.cs
│ │ │ │ ├── AnimeVector3.cs.meta
│ │ │ │ ├── AnimeVector4.cs
│ │ │ │ ├── AnimeVector4.cs.meta
│ │ │ │ ├── Stay.cs
│ │ │ │ ├── Stay.cs.meta
│ │ │ │ ├── Stop.cs
│ │ │ │ └── Stop.cs.meta
│ │ │ ├── Player.meta
│ │ │ ├── README.txt
│ │ │ ├── README.txt.meta
│ │ │ ├── Rx/
│ │ │ │ ├── FromMicroCoroutineWithInitialValue.cs
│ │ │ │ └── FromMicroCoroutineWithInitialValue.cs.meta
│ │ │ ├── Rx.meta
│ │ │ ├── Scheduler/
│ │ │ │ ├── IScheduler.cs
│ │ │ │ ├── IScheduler.cs.meta
│ │ │ │ ├── TimeScheduler.cs
│ │ │ │ ├── TimeScheduler.cs.meta
│ │ │ │ ├── UnscaledTimeScheduler.cs
│ │ │ │ └── UnscaledTimeScheduler.cs.meta
│ │ │ ├── Scheduler.meta
│ │ │ ├── Version.txt
│ │ │ ├── Version.txt.meta
│ │ │ ├── package.json
│ │ │ └── package.json.meta
│ │ └── AnimeRx.meta
│ └── Plugins.meta
├── LICENSE
├── Packages/
│ ├── manifest.json
│ └── packages-lock.json
├── ProjectSettings/
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── NetworkManager.asset
│ ├── PackageManagerSettings.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ └── XRSettings.asset
├── README.md
└── Scripts/
└── GenerateScript.sh
================================================
FILE CONTENTS
================================================
================================================
FILE: .github/FUNDING.yml
================================================
# These are supported funding model platforms
github: [kyubuns]
patreon: # Replace with a single Patreon username
open_collective: # Replace with a single Open Collective username
ko_fi: # Replace with a single Ko-fi username
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry
liberapay: # Replace with a single Liberapay username
issuehunt: # Replace with a single IssueHunt username
otechie: # Replace with a single Otechie username
custom: ['https://www.buymeacoffee.com/kyubuns']
================================================
FILE: .gitignore
================================================
[Ll]ibrary/
[Tt]emp/
[Oo]bj/
[Bb]uild/
[Bb]uilds/
[Ll]ogs/
Recordings/
Assets/AssetStoreTools*
# Visual Studio 2015 cache directory
/.vs/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
# Unity3D Generated File On Crash Reports
sysinfo.txt
# Builds
*.apk
*.unitypackage
# Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio and Webstorm
# Reference: https://intellij-support.jetbrains.com/hc/en-us/articles/206544839
# User-specific stuff:
.idea/**/workspace.xml
.idea/**/tasks.xml
.idea/dictionaries
# Sensitive or high-churn files:
.idea/**/dataSources/
.idea/**/dataSources.ids
.idea/**/dataSources.xml
.idea/**/dataSources.local.xml
.idea/**/sqlDataSources.xml
.idea/**/dynamic.xml
.idea/**/uiDesigner.xml
.idea/**/contentModel.xml
# Gradle:
.idea/**/gradle.xml
.idea/**/libraries
# CMake
cmake-build-debug/
# Mongo Explorer plugin:
.idea/**/mongoSettings.xml
## File-based project format:
*.iws
## Plugin-specific files:
# IntelliJ
out/
# mpeltonen/sbt-idea plugin
.idea_modules/
# JIRA plugin
atlassian-ide-plugin.xml
# Cursive Clojure plugin
.idea/replstate.xml
# Crashlytics plugin (for Android Studio and IntelliJ)
com_crashlytics_export_strings.xml
crashlytics.properties
crashlytics-build.properties
fabric.properties
.idea
================================================
FILE: AnimeRx.sln.DotSettings
================================================
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================================================
FILE: Assets/Development/Black.mat
================================================
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================================================
FILE: Assets/Development/Development.cs
================================================
using System;
using System.Collections;
using UniRx;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
using Random = UnityEngine.Random;
namespace AnimeRx.Dev
{
public class Development : MonoBehaviour
{
[SerializeField] private GameObject cube = default;
[SerializeField] private GameObject cube2 = default;
[SerializeField] private GameObject cube3 = default;
[SerializeField] private GameObject sphere = default;
[SerializeField] private GameObject sphere2 = default;
[SerializeField] private AnimationCurve curve = default;
[SerializeField] private Slider slider1 = default;
[SerializeField] private Slider slider2 = default;
public IEnumerator Start()
{
cube.transform.position = new Vector3(-5f, -1f, 0f);
cube2.transform.position = new Vector3(-5f, 1f, 0f);
cube3.transform.position = new Vector3(0f, 3f, 0f);
// cube.SetActive(false);
// cube2.SetActive(false);
cube3.SetActive(false);
sphere.SetActive(false);
sphere2.SetActive(false);
slider1.gameObject.SetActive(false);
slider2.gameObject.SetActive(false);
yield return new WaitForSeconds(0.5f);
Shuffle();
yield return null;
}
private void BugCheck()
{
Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), Motion.Uniform(4f))
.PlayRelative(new Vector3(0f, 3f, 0f), Motion.Uniform(4f))
.SubscribeToPosition(cube);
}
private class ShuffleAnimator : IAnimator
{
private readonly float duration;
public ShuffleAnimator(float duration)
{
this.duration = duration;
}
public float CalcFinishTime(float distance)
{
return duration;
}
public float CalcPosition(float time, float distance)
{
return Random.Range(0f, 1f);
}
}
private void Shuffle()
{
var shuffleX = Anime.Play(-1f, 1f, new ShuffleAnimator(3f));
var shuffleY = Anime.Play(-1f, 1f, new ShuffleAnimator(3f));
Observable.CombineLatest(shuffleX, shuffleY)
.Select(x => new Vector3(x[0], x[1]))
.SubscribeToPosition(cube);
}
private void Sample1()
{
Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), Motion.Uniform(4f))
.StopRecording()
.SubscribeToPosition(cube);
}
private void Sample2()
{
var animator = Motion.Uniform(5f);
Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), animator)
.Play(new Vector3(0f, 3f, 0f), animator)
.StopRecording()
.SubscribeToPosition(cube);
}
private void Sample3()
{
Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), Easing.OutQuad(2f))
.StopRecording()
.SubscribeToPosition(cube);
}
private void Sample4()
{
var positions = new[]
{
new Vector3(-5f, 0f, 0f),
new Vector3(0f, 3f, 0f),
new Vector3(5f, 0f, 0f),
new Vector3(0f, -3f, 0f),
new Vector3(-5f, 0f, 0f),
};
Anime.Play(positions, Easing.InOutSine(6f))
.StopRecording()
.SubscribeToPosition(cube);
}
private void Sample5()
{
var x = Anime.Play(-5f, 5f, Easing.InOutSine(3f));
var y = Anime.Play(0f, 3f, Easing.InOutSine(1.5f))
.Play(0f, Easing.InOutSine(1.5f));
var z = Anime.Stay(0f);
Observable.CombineLatest(x, y, z)
.StopRecording()
.SubscribeToPosition(cube);
}
private void Sample6()
{
cube.transform.position
.Play(new Vector3(3f, 3f, 0f), Easing.OutBack(2f))
.StopRecording()
.SubscribeToPosition(cube);
}
private void Sample7()
{
Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f),
Easing.InOutSine(1f))
.Play(new Vector3(-5f, 0f, 0f), Easing.InOutSine(1f))
.Repeat()
.SubscribeToPosition(cube);
}
private void Sample8()
{
Anime.Play(0f, Mathf.PI * 2f, Easing.OutCubic(3f))
.Select(x => new Vector3(Mathf.Sin(x), Mathf.Cos(x), 0.0f))
.Select(x => x * 3f)
.StopRecording()
.SubscribeToPosition(cube);
}
private void Sample9()
{
var leftCube1 = Anime
.Play(new Vector3(-5f, 0f, 0f), new Vector3(-0.5f, 0f, 0f), Easing.Linear(2.5f))
.DoToPosition(cube);
var rightCube1 = Anime
.Play(new Vector3(5f, 0f, 0f), new Vector3(0.5f, 0f, 0f), Easing.OutCubic(1f))
.DoToPosition(cube2);
var leftCube2 = Anime
.Play(new Vector3(-0.5f, 0f, 0f), new Vector3(-0.5f, 3f, 0f),
Easing.OutCubic(1f))
.DoToPosition(cube);
var rightCube2 = Anime
.Play(new Vector3(0.5f, 0f, 0f), new Vector3(0.5f, 3f, 0f),
Easing.OutCubic(1f))
.DoToPosition(cube2);
Observable.WhenAll(leftCube1, rightCube1)
.ContinueWith(Observable.WhenAll(leftCube2, rightCube2))
.StopRecording()
.Subscribe();
}
private void Sample10()
{
Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(0f, 0f, 0f), Easing.OutExpo(2f))
.Sleep(1f)
.Play(new Vector3(5f, 0f, 0f), Easing.OutExpo(2f))
.StopRecording()
.SubscribeToPosition(cube);
}
private void Sample11()
{
Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), Motion.From(curve, 3f))
.StopRecording()
.SubscribeToPosition(cube);
}
private IEnumerator Sample12()
{
var hp = new ReactiveProperty(100);
var gauge = new ReactiveProperty(100.0f);
// HPゲージは、実際の値に1.5秒かけて追いつく
hp
.Select(x => Anime.Play(gauge.Value, x, Easing.OutSine(1.5f)))
.Switch()
.Subscribe(x => gauge.Value = x);
gauge.Subscribe(x =>
{
// HPゲージの長さにする
Debug.LogFormat("hp: {0}", x);
});
yield return new WaitForSeconds(1.0f);
Debug.Log("ダメージを受けてHPが30に!");
hp.Value = 30;
yield return new WaitForSeconds(1.0f);
Debug.Log("回復してHPが80に!");
hp.Value = 80;
}
private void Sample13()
{
var hp = new ReactiveProperty(1.0f);
var gauge = new ReactiveProperty(1.0f);
slider1.OnValueChangedAsObservable().Subscribe(x => hp.Value = x);
hp
.Select(x => Anime.Play(gauge.Value, x, Easing.OutCubic(1f)))
.Switch()
.Subscribe(x => gauge.Value = x);
gauge.Subscribe(x => { slider2.value = x; });
Anime.Sleep(0f)
.DoOnCompleted(() => slider1.value = 0.3f)
.Sleep(1f)
.DoOnCompleted(() => slider1.value = 0.8f)
.Sleep(1f)
.DoOnCompleted(() => slider1.value = 0.0f)
.Sleep(0.5f)
.DoOnCompleted(() => slider1.value = 1.0f)
.Subscribe();
}
private void Sample14()
{
Anime.PlayRelative(new Vector3(-5f, 0.75f, 0f), new Vector3(5f, 0f, 0f),
Easing.InCubic(Velocity.FromPerSecond(2f)))
.PlayRelative(new Vector3(5f, 0f, 0f), Easing.OutCubic(Velocity.FromPerSecond(2f)))
.SubscribeToPosition(cube);
Anime.PlayRelative(new Vector3(-5f, -0.75f, 0f), new Vector3(5f, 0f, 0f),
Easing.InCubic(Velocity.FromPerSecond(2f)))
.PlayRelative(new Vector3(5f, 0f, 0f), Easing.OutCubic(Velocity.FromPerSecond(2f)))
.SubscribeToPosition(cube2);
}
private void Sample15()
{
var circle = Anime.Play(0f, Mathf.PI * 2f * 6f, Easing.Linear(6f))
.Select(x => new Vector3(Mathf.Sin(x), Mathf.Cos(x), 0.0f));
var radius = Anime.Play(3f, 0f, Easing.InOutSine(3f))
.Play(3f, Easing.InOutSine(3f));
Observable.CombineLatest(
circle,
radius,
Tuple.Create
)
.Select(x => x.Item1 * x.Item2)
.StopRecording()
.SubscribeToPosition(cube);
}
private void Sample16()
{
Anime.PlayRelative(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f),
Easing.Linear(1f))
.PlayRelative(new Vector3(5f, 0f, 0f), Easing.Linear(1f))
.Do(x => Debug.LogFormat("cube1 {0} {1}", Time.time, x.x))
.SubscribeToPosition(cube);
Anime.PlayRelative(new Vector3(-5f, -1f, 0f), new Vector3(5f, 0f, 0f),
Easing.Linear(1f))
.PlayRelative(new Vector3(5f, 0f, 0f), Easing.Linear(1f))
.Do(x => Debug.LogFormat("cube2 {0} {1}", Time.time, x.x))
.SubscribeToPosition(cube2);
Observable.Interval(TimeSpan.FromSeconds(5f))
.Subscribe(_ => Sample16());
}
private void Sample17()
{
var flow = Anime.Play(Easing.InOutExpo(2.5f))
.Sleep(0.5f)
.Play(1.0f, 0.0f, Easing.InOutExpo(2.5f));
flow
.Lerp(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f))
.SubscribeToPosition(cube);
flow
.Range(0.0f, 0.5f)
.Lerp(new Vector3(-5f, -1f, 0f), new Vector3(0f, -1f, 0f))
.SubscribeToPosition(cube2);
}
private void Sample18()
{
var circle = Anime
.Play(0f, Mathf.PI * 2f, Easing.OutCubic(3f))
.Select(x => new Vector3(Mathf.Sin(x), Mathf.Cos(x), 0.0f))
.Select(x => x * 3f);
circle
.SubscribeToPosition(cube);
circle
.Delay(TimeSpan.FromSeconds(0.3f))
.SubscribeToPosition(cube2);
circle
.Delay(TimeSpan.FromSeconds(0.55f))
.SubscribeToPosition(cube3);
}
private void Sample19()
{
Anime.Play(new Vector3(0f, 0f, 0f), new Vector3(3f, 0f, 0f), new Sample19Animator())
.PlayRelative(new Vector3(0f, 3f, 0f), Easing.Linear(1f))
.SubscribeToPosition(cube);
}
public class Sample19Animator : IAnimator
{
public float CalcFinishTime(float distance)
{
return 3.0f;
}
public float CalcPosition(float time, float distance)
{
return 0.0f;
}
}
public void Sample20()
{
var circle = Anime
.Play(Mathf.PI, Mathf.PI * 2f * 3f, Easing.InOutSine(3f))
.Select(x => new Vector3(Mathf.Sin(x), Mathf.Cos(x), 0f));
var straight = Anime
.Play(-3f, 3f, Easing.InOutSine(3f))
.Select(x => new Vector3(0f, x, 0f));
Observable.CombineLatest(circle, straight)
.Sum()
.StopRecording()
.SubscribeToPosition(cube);
}
public void Sample21()
{
var x = Anime.Play(1.0f, 0.5f, Easing.InOutSine(1f))
.Play(1.0f, Easing.OutElastic(0.8f));
var y = Anime.Play(1.0f, 1.2f, Easing.InOutSine(1f))
.Play(1.0f, Easing.OutElastic(0.8f));
Observable.CombineLatest(x, y)
.Select(s => new Vector3(s[0], s[1], 1f))
.SubscribeToLocalScale(sphere);
}
public void Sample22()
{
Anime.Play(7.5f, 3f, Easing.OutElastic(1f))
.SubscribeToPositionY(sphere2);
}
public void Sample23()
{
/*
Anime.Shake(new Vector3(3f, 3f, 0f), Shaker.Simple(1f))ssss
.SubscribeToPosition(sphere2);
*/
}
public void Sample24()
{
Anime.PlayInOut(-5f, -2f, 2f, 5f, Easing.InCubic(1f), Easing.OutCubic(1f))
.StopRecording()
.SubscribeToPositionX(cube);
}
public void Sample25()
{
Anime.PlayInOut(-5f, -2f, 2f, 5f, Easing.InCubic(1.5f), Easing.OutCubic(1.5f))
.StopRecording()
.DoOnCompleted(() => Debug.LogFormat("{0} Complete", Time.time))
.SubscribeToPositionX(cube);
Anime.PlayInOut(-5f, -2f, 0f, 3f, Easing.InCubic(1.5f), Easing.OutCubic(1.5f))
.DoOnCompleted(() => Debug.LogFormat("{0} Complete", Time.time))
.SubscribeToPositionX(cube2);
}
public void Sample26()
{
Anime.PlayInOut(-5f, -2f, 2f, 5f, Easing.InCubic(1f), Easing.OutCubic(5f))
.StopRecording()
.SubscribeToPositionX(cube);
}
public void Update()
{
// Debug.LogFormat("update {0} {1} {2}", Time.time, cube.transform.position.x, cube2.transform.position.x);
}
}
public static class Util
{
public static IObservable StopRecording(this IObservable source)
{
return source.DoOnCompleted(() =>
{
Observable.Timer(TimeSpan.FromSeconds(0.5f)).Subscribe(x => EditorApplication.isPlaying = false);
});
}
public static IObservable StopRecordingSoon(this IObservable source)
{
return source.DoOnCompleted(() =>
{
EditorApplication.isPlaying = false;
});
}
}
}
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FILE: Assets/Editor/PackageExporter.cs
================================================
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Development
{
public static class PackageExporter
{
[MenuItem("Dev/Export Package")]
public static void Export()
{
var directories = new[]
{
"Assets/Plugins/AnimeRx",
};
var outputPath = Path.Combine(Path.GetDirectoryName(Application.dataPath), "AnimeRx.unitypackage");
AssetDatabase.ExportPackage(directories, outputPath, ExportPackageOptions.Recurse);
Debug.LogFormat("ExportPackage {0}", outputPath);
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}
}
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================================================
FILE: Assets/Plugins/AnimeRx/Animator/CompositeAnimator.cs
================================================
using System;
using UniRx;
namespace AnimeRx
{
public class CompositeAnimator : IAnimator
{
private readonly Tuple[] animators;
private readonly float[] times;
private readonly float totalDistance;
public CompositeAnimator(Tuple[] animators)
{
this.animators = animators;
times = new float[animators.Length];
for (var i = 0; i < animators.Length; ++i)
{
totalDistance += animators[i].Item2;
times[i] = animators[i].Item1.CalcFinishTime(animators[i].Item2);
}
}
public float CalcFinishTime(float distance)
{
var total = 0.0f;
for (var i = 0; i < animators.Length; ++i)
{
total += times[i];
}
return total;
}
public float CalcPosition(float time, float distance)
{
var i = 0;
var calcedDistance = 0.0f;
for (; i < animators.Length - 1; ++i)
{
if (times[i] < time)
{
time -= times[i];
calcedDistance += animators[i].Item2;
continue;
}
break;
}
return (animators[i].Item1.CalcPosition(time, animators[i].Item2) * animators[i].Item2 + calcedDistance) / totalDistance;
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Animator/CompositeAnimator.cs.meta
================================================
fileFormatVersion: 2
guid: ac9b190cfb664a0299df2bea326d0b75
timeCreated: 1518320145
================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Back.cs
================================================
using System;
using UnityEngine;
namespace AnimeRx
{
public static partial class Easing
{
public static IAnimator InBack(float duration)
{
return new EasingDurationAnimator(duration, new InBackEasing());
}
public static IAnimator OutBack(float duration)
{
return new EasingDurationAnimator(duration, new OutBackEasing());
}
public static IAnimator InOutBack(float duration)
{
return new EasingDurationAnimator(duration, new InOutBackEasing());
}
public static IAnimator InBack(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new InBackEasing());
}
public static IAnimator OutBack(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new OutBackEasing());
}
public static IAnimator InOutBack(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new InOutBackEasing());
}
private class InBackEasing : IEasing
{
public float Function(float v)
{
return v * v * v - v * Mathf.Sin(v * Pi);
}
}
private class OutBackEasing : IEasing
{
public float Function(float v)
{
var f = (1f - v);
return 1f - (f * f * f - f * Mathf.Sin(f * Pi));
}
}
private class InOutBackEasing : IEasing
{
public float Function(float v)
{
if (v < 0.5f)
{
var f = 2f * v;
return 0.5f * (f * f * f - f * Mathf.Sin(f * Pi));
}
else
{
var f = (1 - (2 * v - 1));
return 0.5f * (1f - (f * f * f - f * Mathf.Sin(f * Pi))) + 0.5f;
}
}
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Back.cs.meta
================================================
fileFormatVersion: 2
guid: 8f189568bd1846569d12de9eb9fa9dc7
timeCreated: 1517750211
================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Bounce.cs
================================================
using System;
namespace AnimeRx
{
public static partial class Easing
{
public static IAnimator InBounce(float duration)
{
return new EasingDurationAnimator(duration, new InBounceEasing());
}
public static IAnimator OutBounce(float duration)
{
return new EasingDurationAnimator(duration, new OutBounceEasing());
}
public static IAnimator InOutBounce(float duration)
{
return new EasingDurationAnimator(duration, new InOutBounceEasing());
}
public static IAnimator InBounce(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new InBounceEasing());
}
public static IAnimator OutBounce(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new OutBounceEasing());
}
public static IAnimator InOutBounce(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new InOutBounceEasing());
}
private class InBounceEasing : IEasing
{
public float Function(float v)
{
return Bounce(v);
}
public static float Bounce(float v)
{
return 1 - OutBounceEasing.Bounce(1 - v);
}
}
private class OutBounceEasing : IEasing
{
public float Function(float v)
{
return Bounce(v);
}
public static float Bounce(float v)
{
if (v < 4f / 11.0f)
{
return (121f * v * v) / 16.0f;
}
else if (v < 8f / 11.0f)
{
return (363f / 40.0f * v * v) - (99f / 10.0f * v) + 17f / 5.0f;
}
else if (v < 9f / 10.0f)
{
return (4356f / 361.0f * v * v) - (35442f / 1805.0f * v) + 16061f / 1805.0f;
}
else
{
return (54f / 5.0f * v * v) - (513f / 25.0f * v) + 268f / 25.0f;
}
}
}
private class InOutBounceEasing : IEasing
{
public float Function(float v)
{
if (v < 0.5f)
{
return 0.5f * InBounceEasing.Bounce(v * 2f);
}
else
{
return 0.5f * OutBounceEasing.Bounce(v * 2f - 1f) + 0.5f;
}
}
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Bounce.cs.meta
================================================
fileFormatVersion: 2
guid: 86aecea83d0f4571b242ded3a75e7b77
timeCreated: 1517750440
================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Circ.cs
================================================
using System;
using UnityEngine;
namespace AnimeRx
{
public static partial class Easing
{
public static IAnimator InCirc(float duration)
{
return new EasingDurationAnimator(duration, new InCircEasing());
}
public static IAnimator OutCirc(float duration)
{
return new EasingDurationAnimator(duration, new OutCircEasing());
}
public static IAnimator InOutCirc(float duration)
{
return new EasingDurationAnimator(duration, new InOutCircEasing());
}
public static IAnimator InCirc(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new InCircEasing());
}
public static IAnimator OutCirc(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new OutCircEasing());
}
public static IAnimator InOutCirc(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new InOutCircEasing());
}
private class InCircEasing : IEasing
{
public float Function(float v)
{
return 1f - Mathf.Sqrt(1f - (v * v));
}
}
private class OutCircEasing : IEasing
{
public float Function(float v)
{
return Mathf.Sqrt((2f - v) * v);
}
}
private class InOutCircEasing : IEasing
{
public float Function(float v)
{
if (v < 0.5f)
{
return 0.5f * (1 - Mathf.Sqrt(1f - 4f * (v * v)));
}
else
{
return 0.5f * (Mathf.Sqrt(-((2f * v) - 3f) * ((2f * v) - 1f)) + 1f);
}
}
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Circ.cs.meta
================================================
fileFormatVersion: 2
guid: 9d2234ed8866415e94bd651a89436fcd
timeCreated: 1517750123
================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Const.cs
================================================
using UnityEngine;
namespace AnimeRx
{
public static partial class Easing
{
private const float Pi = Mathf.PI;
private const float HalfPi = Mathf.PI / 2.0f;
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Const.cs.meta
================================================
fileFormatVersion: 2
guid: d7d8a093ca7f4379be95d058775c79b6
timeCreated: 1517749169
================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Cubic.cs
================================================
using System;
namespace AnimeRx
{
public static partial class Easing
{
public static IAnimator InCubic(float duration)
{
return new EasingDurationAnimator(duration, new InCubicEasing());
}
public static IAnimator OutCubic(float duration)
{
return new EasingDurationAnimator(duration, new OutCubicEasing());
}
public static IAnimator InOutCubic(float duration)
{
return new EasingDurationAnimator(duration, new InOutCubicEasing());
}
public static IAnimator InCubic(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new InCubicEasing());
}
public static IAnimator OutCubic(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new OutCubicEasing());
}
public static IAnimator InOutCubic(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new InOutCubicEasing());
}
private class InCubicEasing : IEasing
{
public float Function(float v)
{
return v * v * v;
}
}
private class OutCubicEasing : IEasing
{
public float Function(float v)
{
var f = (v - 1f);
return f * f * f + 1f;
}
}
private class InOutCubicEasing : IEasing
{
public float Function(float v)
{
if (v < 0.5f)
{
return 4f * v * v * v;
}
else
{
var f = ((2f * v) - 2f);
return 0.5f * f * f * f + 1f;
}
}
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Cubic.cs.meta
================================================
fileFormatVersion: 2
guid: ed77625cc6574b0f84972eb3896d3975
timeCreated: 1517749358
================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/EasingAnimator.cs
================================================
using UnityEngine;
namespace AnimeRx
{
public static partial class Easing
{
private class EasingDurationAnimator : IAnimator
{
private readonly float duration;
private readonly IEasing easing;
public EasingDurationAnimator(float duration, IEasing easing)
{
this.duration = Mathf.Max(duration, Mathf.Epsilon);
this.easing = easing;
}
public float CalcFinishTime(float distance)
{
return duration;
}
public float CalcPosition(float time, float distance)
{
return easing.Function(Mathf.Clamp01(time / duration));
}
}
private class EasingVelocityAnimator : IAnimator
{
private readonly float velocity;
private readonly IEasing easing;
public EasingVelocityAnimator(Velocity velocity, IEasing easing)
{
this.velocity = (float) velocity.PerSecond;
this.easing = easing;
}
public float CalcFinishTime(float distance)
{
return distance / velocity;
}
public float CalcPosition(float time, float distance)
{
return easing.Function(Mathf.Clamp01(time / CalcFinishTime(distance)));
}
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/EasingAnimator.cs.meta
================================================
fileFormatVersion: 2
guid: a930aaead775469db365fad3c5e383dc
timeCreated: 1517748989
================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Elastic.cs
================================================
using System;
using UnityEngine;
namespace AnimeRx
{
public static partial class Easing
{
public static IAnimator InElastic(float duration)
{
return new EasingDurationAnimator(duration, new InElasticEasing());
}
public static IAnimator OutElastic(float duration)
{
return new EasingDurationAnimator(duration, new OutElasticEasing());
}
public static IAnimator InOutElastic(float duration)
{
return new EasingDurationAnimator(duration, new InOutElasticEasing());
}
public static IAnimator InElastic(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new InElasticEasing());
}
public static IAnimator OutElastic(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new OutElasticEasing());
}
public static IAnimator InOutElastic(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new InOutElasticEasing());
}
private class InElasticEasing : IEasing
{
public float Function(float v)
{
return Mathf.Sin(13 * HalfPi * v) * Mathf.Pow(2f, 10f * (v - 1f));
}
}
private class OutElasticEasing : IEasing
{
public float Function(float v)
{
return Mathf.Sin(-13 * HalfPi * (v + 1)) * Mathf.Pow(2f, -10f * v) + 1f;
}
}
private class InOutElasticEasing : IEasing
{
public float Function(float v)
{
if (v < 0.5f)
{
return 0.5f * Mathf.Sin(13f * HalfPi * (2f * v)) * Mathf.Pow(2f, 10f * ((2f * v) - 1f));
}
else
{
return 0.5f * (Mathf.Sin(-13f * HalfPi * ((2f * v - 1f) + 1f)) * Mathf.Pow(2f, -10f * (2f * v - 1f)) + 2f);
}
}
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Elastic.cs.meta
================================================
fileFormatVersion: 2
guid: f77871171955473087508eda9f8f861f
timeCreated: 1517750314
================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Expo.cs
================================================
using System;
using UnityEngine;
namespace AnimeRx
{
public static partial class Easing
{
public static IAnimator InExpo(float duration)
{
return new EasingDurationAnimator(duration, new InExpoEasing());
}
public static IAnimator OutExpo(float duration)
{
return new EasingDurationAnimator(duration, new OutExpoEasing());
}
public static IAnimator InOutExpo(float duration)
{
return new EasingDurationAnimator(duration, new InOutExpoEasing());
}
public static IAnimator InExpo(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new InExpoEasing());
}
public static IAnimator OutExpo(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new OutExpoEasing());
}
public static IAnimator InOutExpo(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new InOutExpoEasing());
}
private class InExpoEasing : IEasing
{
public float Function(float v)
{
return Mathf.Approximately(0.0f, v) ? v : Mathf.Pow(2f, 10f * (v - 1f));
}
}
private class OutExpoEasing : IEasing
{
public float Function(float v)
{
return Mathf.Approximately(1.0f, v) ? v : 1f - Mathf.Pow(2f, -10f * v);
}
}
private class InOutExpoEasing : IEasing
{
public float Function(float v)
{
if (Mathf.Approximately(0.0f, v) || Mathf.Approximately(1.0f, v)) return v;
if (v < 0.5f)
{
return 0.5f * Mathf.Pow(2f, (20f * v) - 10f);
}
else
{
return -0.5f * Mathf.Pow(2f, (-20f * v) + 10f) + 1f;
}
}
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Expo.cs.meta
================================================
fileFormatVersion: 2
guid: 50fabab01e984d9895147290ee3b57c7
timeCreated: 1517749980
================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/IEasing.cs
================================================
namespace AnimeRx
{
public static partial class Easing
{
private interface IEasing
{
float Function(float v);
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/IEasing.cs.meta
================================================
fileFormatVersion: 2
guid: c8e70ad9b89642d0a00ce32fc8150117
timeCreated: 1517749001
================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Linear.cs
================================================
using System;
namespace AnimeRx
{
public static partial class Easing
{
public static IAnimator Linear(float duration)
{
return new EasingDurationAnimator(duration, new LinearEasing());
}
public static IAnimator Linear(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new LinearEasing());
}
private class LinearEasing : IEasing
{
public float Function(float v)
{
return v;
}
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Linear.cs.meta
================================================
fileFormatVersion: 2
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timeCreated: 1517739211
================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Quad.cs
================================================
using System;
namespace AnimeRx
{
public static partial class Easing
{
public static IAnimator InQuad(float duration)
{
return new EasingDurationAnimator(duration, new InQuadEasing());
}
public static IAnimator OutQuad(float duration)
{
return new EasingDurationAnimator(duration, new OutQuadEasing());
}
public static IAnimator InOutQuad(float duration)
{
return new EasingDurationAnimator(duration, new InOutQuadEasing());
}
public static IAnimator InQuad(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new InQuadEasing());
}
public static IAnimator OutQuad(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new OutQuadEasing());
}
public static IAnimator InOutQuad(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new InOutQuadEasing());
}
private class InQuadEasing : IEasing
{
public float Function(float v)
{
return v * v;
}
}
private class OutQuadEasing : IEasing
{
public float Function(float v)
{
return -(v * (v - 2f));
}
}
private class InOutQuadEasing : IEasing
{
public float Function(float v)
{
if (v < 0.5f)
{
return 2f * v * v;
}
else
{
return -2f * v * v + 4f * v - 1f;
}
}
}
}
}
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FILE: Assets/Plugins/AnimeRx/Animator/Easing/Quad.cs.meta
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FILE: Assets/Plugins/AnimeRx/Animator/Easing/Quart.cs
================================================
using System;
namespace AnimeRx
{
public static partial class Easing
{
public static IAnimator InQuart(float duration)
{
return new EasingDurationAnimator(duration, new InQuartEasing());
}
public static IAnimator OutQuart(float duration)
{
return new EasingDurationAnimator(duration, new OutQuartEasing());
}
public static IAnimator InOutQuart(float duration)
{
return new EasingDurationAnimator(duration, new InOutQuartEasing());
}
public static IAnimator InQuart(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new InQuartEasing());
}
public static IAnimator OutQuart(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new OutQuartEasing());
}
public static IAnimator InOutQuart(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new InOutQuartEasing());
}
private class InQuartEasing : IEasing
{
public float Function(float v)
{
return v * v * v * v;
}
}
private class OutQuartEasing : IEasing
{
public float Function(float v)
{
var f = (v - 1f);
return f * f * f * (1f - v) + 1f;
}
}
private class InOutQuartEasing : IEasing
{
public float Function(float v)
{
if (v < 0.5f)
{
return 8f * v * v * v * v;
}
else
{
var f = ((2f * v) - 2f);
return 0.5f * f * f * f * f + 1f;
}
}
}
}
}
================================================
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================================================
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================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Quint.cs
================================================
using System;
namespace AnimeRx
{
public static partial class Easing
{
public static IAnimator InQuint(float duration)
{
return new EasingDurationAnimator(duration, new InQuintEasing());
}
public static IAnimator OutQuint(float duration)
{
return new EasingDurationAnimator(duration, new OutQuintEasing());
}
public static IAnimator InOutQuint(float duration)
{
return new EasingDurationAnimator(duration, new InOutQuintEasing());
}
public static IAnimator InQuint(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new InQuintEasing());
}
public static IAnimator OutQuint(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new OutQuintEasing());
}
public static IAnimator InOutQuint(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new InOutQuintEasing());
}
private class InQuintEasing : IEasing
{
public float Function(float v)
{
return v * v * v * v * v;
}
}
private class OutQuintEasing : IEasing
{
public float Function(float v)
{
var f = (v - 1f);
return f * f * f * f * f + 1f;
}
}
private class InOutQuintEasing : IEasing
{
public float Function(float v)
{
if (v < 0.5f)
{
return 16f * v * v * v * v * v;
}
else
{
var f = ((2f * v) - 2f);
return 0.5f * f * f * f * f * f + 1f;
}
}
}
}
}
================================================
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================================================
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================================================
FILE: Assets/Plugins/AnimeRx/Animator/Easing/Sine.cs
================================================
using System;
using UnityEngine;
namespace AnimeRx
{
public static partial class Easing
{
public static IAnimator InSine(float duration)
{
return new EasingDurationAnimator(duration, new InSineEasing());
}
public static IAnimator OutSine(float duration)
{
return new EasingDurationAnimator(duration, new OutSineEasing());
}
public static IAnimator InOutSine(float duration)
{
return new EasingDurationAnimator(duration, new InOutSineEasing());
}
public static IAnimator InSine(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new InSineEasing());
}
public static IAnimator OutSine(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new OutSineEasing());
}
public static IAnimator InOutSine(Velocity velocity)
{
return new EasingVelocityAnimator(velocity, new InOutSineEasing());
}
private class InSineEasing : IEasing
{
public float Function(float v)
{
return Mathf.Sin((v - 1f) * HalfPi) + 1f;
}
}
private class OutSineEasing : IEasing
{
public float Function(float v)
{
return Mathf.Sin(v * HalfPi);
}
}
private class InOutSineEasing : IEasing
{
public float Function(float v)
{
return 0.5f * (1f - Mathf.Cos(v * Pi));
}
}
}
}
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================================================
FILE: Assets/Plugins/AnimeRx/Animator/IAnimator.cs
================================================
namespace AnimeRx
{
public interface IAnimator
{
float CalcFinishTime(float distance);
float CalcPosition(float time, float distance);
}
public static class AnimatorExtensions
{
public static Velocity CalcFinishVelocity(this IAnimator animator, float distance)
{
var finishTime = animator.CalcFinishTime(distance);
var pos1 = animator.CalcPosition(finishTime - (float) Anime.TimeDelta, distance);
var pos2 = animator.CalcPosition(finishTime, distance);
return Velocity.FromPerSecond((pos2 - pos1) * distance / Anime.TimeDelta);
}
public static Velocity CalcStartVelocity(this IAnimator animator, float distance)
{
var pos1 = animator.CalcPosition(0.0f, distance);
var pos2 = animator.CalcPosition((float) Anime.TimeDelta, distance);
return Velocity.FromPerSecond((pos2 - pos1) * distance / Anime.TimeDelta);
}
}
}
================================================
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================================================
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================================================
FILE: Assets/Plugins/AnimeRx/Animator/Motion/Acceleration.cs
================================================
using UnityEngine;
namespace AnimeRx
{
public static partial class Motion
{
public static IAnimator Acceleration(float acceleration)
{
return Acceleration(acceleration, 0.0f);
}
public static IAnimator Acceleration(float acceleration, float velocityStart)
{
return new AccelerationAnimator(acceleration, velocityStart);
}
private class AccelerationAnimator : IAnimator
{
private readonly float acceleration;
private readonly float velocityStart;
public AccelerationAnimator(float acceleration, float velocityStart)
{
this.acceleration = acceleration;
this.velocityStart = velocityStart;
}
public float CalcFinishTime(float distance)
{
var d = Mathf.Sqrt(velocityStart * velocityStart + 2f * acceleration * distance);
return (-velocityStart + d) / acceleration;
}
public float CalcPosition(float time, float distance)
{
return Mathf.Clamp01((velocityStart * time + 0.5f * acceleration * time * time) / distance);
}
}
}
}
================================================
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================================================
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================================================
FILE: Assets/Plugins/AnimeRx/Animator/Motion/AnimationCurve.cs
================================================
using UnityEngine;
namespace AnimeRx
{
public static partial class Motion
{
public static IAnimator From(AnimationCurve curve, float duration)
{
return new AnimationCurveTimeAnimator(curve, duration);
}
private class AnimationCurveVelocityAnimator : IAnimator
{
private readonly AnimationCurve curve;
private readonly float velocity;
public AnimationCurveVelocityAnimator(AnimationCurve curve, float velocity)
{
this.curve = curve;
this.velocity = velocity;
}
public float CalcFinishTime(float distance)
{
return curve.keys[curve.keys.Length - 1].time / velocity;
}
public float CalcPosition(float time, float distance)
{
return curve.Evaluate(time / CalcFinishTime(distance));
}
}
private class AnimationCurveTimeAnimator : IAnimator
{
private readonly AnimationCurve curve;
private readonly float duration;
public AnimationCurveTimeAnimator(AnimationCurve curve, float duration)
{
this.curve = curve;
this.duration = duration;
}
public float CalcFinishTime(float distance)
{
return duration;
}
public float CalcPosition(float time, float distance)
{
return curve.Evaluate(time / duration);
}
}
}
}
================================================
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================================================
fileFormatVersion: 2
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================================================
FILE: Assets/Plugins/AnimeRx/Animator/Motion/Random.cs
================================================
using UnityEngine;
namespace AnimeRx
{
public static partial class Motion
{
public static IAnimator Random(float duration, float min, float max)
{
return new RandomDurationAnimator(duration, min, max);
}
private class RandomDurationAnimator : IAnimator
{
private readonly float duration;
private readonly float min;
private readonly float max;
public RandomDurationAnimator(float duration, float min, float max)
{
this.duration = duration;
this.min = min;
this.max = max;
}
public float CalcFinishTime(float distance)
{
return duration;
}
public float CalcPosition(float time, float distance)
{
if (Mathf.Approximately(time, duration))
{
return 0.0f;
}
return UnityEngine.Random.Range(min, max);
}
}
}
}
================================================
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================================================
FILE: Assets/Plugins/AnimeRx/Animator/Motion/Uniform.cs
================================================
using UnityEngine;
namespace AnimeRx
{
public static partial class Motion
{
public static IAnimator Uniform(float velocity)
{
return new UniformAnimator(velocity);
}
private class UniformAnimator : IAnimator
{
private readonly float velocity;
public UniformAnimator(float velocity)
{
this.velocity = velocity;
}
public float CalcFinishTime(float distance)
{
return distance / velocity;
}
public float CalcPosition(float time, float distance)
{
if (Mathf.Approximately(distance, 0.0f)) return 1f;
return Mathf.Clamp01(time / CalcFinishTime(distance));
}
}
}
}
================================================
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FILE: Assets/Plugins/AnimeRx/Animator/Velocity.cs
================================================
namespace AnimeRx
{
public struct Velocity
{
private readonly double perSecond;
private Velocity(double perSecond)
{
this.perSecond = perSecond;
}
public static Velocity FromPerSecond(double value)
{
return new Velocity(value);
}
public double PerSecond
{
get { return perSecond; }
}
}
}
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================================================
FILE: Assets/Plugins/AnimeRx/Examples/AnimeRx_Examples.unity.meta
================================================
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================================================
FILE: Assets/Plugins/AnimeRx/Examples/Examples.cs
================================================
using UniRx;
using UnityEngine;
namespace AnimeRx.Development
{
public class Examples : MonoBehaviour
{
private CompositeDisposable animatingDisposable = new CompositeDisposable();
public static readonly string[] Samples = {
"1: Linear",
"2: Easing",
"3: Sleep",
"4: Combine",
"5: Path",
"6: Easing to Linear",
"7: Random",
};
public void Initialize()
{
animatingDisposable.Dispose();
animatingDisposable = new CompositeDisposable();
}
public void Sample1()
{
var cube1 = CreatePrimitiveCube();
Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), Motion.Uniform(5f))
.SubscribeToPosition(cube1)
.AddTo(cube1);
}
public void Sample2()
{
var cube1 = CreatePrimitiveCube();
Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(5f, 0f, 0f), Easing.InOutQuad(3f))
.SubscribeToPosition(cube1)
.AddTo(cube1);
}
public void Sample3()
{
var cube1 = CreatePrimitiveCube();
Anime.Play(new Vector3(-5f, 0f, 0f), new Vector3(0f, 0f, 0f), Easing.OutExpo(2f))
.Sleep(0.5f)
.Play(new Vector3(5f, 0f, 0f), Easing.OutExpo(2f))
.SubscribeToPosition(cube1)
.AddTo(cube1);
}
public void Sample4()
{
var cube1 = CreatePrimitiveCube();
var x = Anime.Play(-5f, 5f, Easing.InOutSine(3f));
var y = Anime.Play(0f, -3f, Easing.InOutSine(1.5f))
.Play(0f, Easing.InOutSine(1.5f));
var z = Anime.Stay(0f);
Observable.CombineLatest(x, y, z)
.SubscribeToPosition(cube1)
.AddTo(cube1);
}
public void Sample5()
{
var cube1 = CreatePrimitiveCube();
var positions = new[]
{
new Vector3(-5f, 0f, 0f),
new Vector3(0f, 3f, 0f),
new Vector3(5f, 0f, 0f),
new Vector3(0f, -3f, 0f),
new Vector3(-5f, 0f, 0f),
};
Anime.Play(positions, Easing.InOutSine(6f))
.SubscribeToPosition(cube1)
.AddTo(cube1);
}
public void Sample6()
{
var cube1 = CreatePrimitiveCube();
Anime.PlayIn(-5f, 0f, 5f, Easing.InCubic(1f))
.SubscribeToPositionX(cube1)
.AddTo(cube1);
}
public void Sample7()
{
var cube1 = CreatePrimitiveCube();
Observable.CombineLatest(
Anime.Play(0, 0.5f, Motion.Random(2f, -1f, 1f)),
Anime.Play(0, 0.5f, Motion.Random(2f, -1f, 1f)),
Anime.Stay(0f)
)
.SubscribeToPosition(cube1)
.AddTo(cube1);
}
private GameObject CreatePrimitiveCube()
{
var cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
cube.transform.localScale = Vector3.one;
animatingDisposable.Add(Disposable.Create(() => { Destroy(cube); }));
return cube;
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Examples/Examples.cs.meta
================================================
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================================================
FILE: Assets/Plugins/AnimeRx/Examples/ExamplesPlayer.cs
================================================
using System.Linq;
using UniRx;
using UnityEngine;
using UnityEngine.UI;
namespace AnimeRx.Development
{
public class ExamplesPlayer : MonoBehaviour
{
[SerializeField] private Dropdown dropdown = null;
[SerializeField] private Button playButton = null;
[SerializeField] private Examples examples = null;
public void Start()
{
dropdown.options = Examples.Samples.Select(x => new Dropdown.OptionData(x)).ToList();
playButton.OnClickAsObservable()
.Subscribe(_ =>
{
var select = dropdown.options[dropdown.value].text.Split(':')[0];
examples.Initialize();
examples.gameObject.SendMessage("Sample" + select);
})
.AddTo(this);
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Examples/ExamplesPlayer.cs.meta
================================================
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================================================
FILE: Assets/Plugins/AnimeRx/Examples.meta
================================================
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================================================
FILE: Assets/Plugins/AnimeRx/Extension/GameObjectLocalPositionExtensions.cs
================================================
using System;
using System.Collections.Generic;
using UniRx;
using UnityEngine;
namespace AnimeRx
{
public static class GameObjectLocalPositionExtensions
{
public static IDisposable SubscribeToLocalPosition(this IObservable source, GameObject gameObject)
{
return source.SubscribeToLocalPosition(gameObject.transform);
}
public static IDisposable SubscribeToLocalPosition(this IObservable> source, GameObject gameObject)
{
return source.SubscribeToLocalPosition(gameObject.transform);
}
public static IDisposable SubscribeToLocalPositionX(this IObservable source, GameObject gameObject)
{
return source.SubscribeToLocalPositionX(gameObject.transform);
}
public static IDisposable SubscribeToLocalPositionY(this IObservable source, GameObject gameObject)
{
return source.SubscribeToLocalPositionY(gameObject.transform);
}
public static IDisposable SubscribeToLocalPositionZ(this IObservable source, GameObject gameObject)
{
return source.SubscribeToLocalPositionZ(gameObject.transform);
}
public static IObservable DoToLocalPosition(this IObservable source, GameObject gameObject)
{
return source.DoToLocalPosition(gameObject.transform);
}
public static IObservable> DoToLocalPosition(this IObservable> source, GameObject gameObject)
{
return source.DoToLocalPosition(gameObject.transform);
}
public static IObservable DoToLocalPositionX(this IObservable source, GameObject gameObject)
{
return source.DoToLocalPositionX(gameObject.transform);
}
public static IObservable DoToLocalPositionY(this IObservable source, GameObject gameObject)
{
return source.DoToLocalPositionY(gameObject.transform);
}
public static IObservable DoToLocalPositionZ(this IObservable source, GameObject gameObject)
{
return source.DoToLocalPositionZ(gameObject.transform);
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Extension/GameObjectLocalPositionExtensions.cs.meta
================================================
fileFormatVersion: 2
guid: 6cafc67534b74445bbca896420db7172
timeCreated: 1517759459
================================================
FILE: Assets/Plugins/AnimeRx/Extension/GameObjectLocalRotationExtensions.cs
================================================
using System;
using System.Collections.Generic;
using UniRx;
using UnityEngine;
namespace AnimeRx
{
public static class GameObjectLocalRotationExtensions
{
public static IDisposable SubscribeToLocalRotation(this IObservable source, GameObject gameObject)
{
return source.SubscribeToLocalRotation(gameObject.transform);
}
public static IDisposable SubscribeToLocalRotation(this IObservable> source, GameObject gameObject)
{
return source.SubscribeToLocalRotation(gameObject.transform);
}
public static IDisposable SubscribeToLocalRotationX(this IObservable source, GameObject gameObject)
{
return source.SubscribeToLocalRotationX(gameObject.transform);
}
public static IDisposable SubscribeToLocalRotationY(this IObservable source, GameObject gameObject)
{
return source.SubscribeToLocalRotationY(gameObject.transform);
}
public static IDisposable SubscribeToLocalRotationZ(this IObservable source, GameObject gameObject)
{
return source.SubscribeToLocalRotationZ(gameObject.transform);
}
public static IObservable DoToLocalRotation(this IObservable source, GameObject gameObject)
{
return source.DoToLocalRotation(gameObject.transform);
}
public static IObservable> DoToLocalRotation(this IObservable> source, GameObject gameObject)
{
return source.DoToLocalRotation(gameObject.transform);
}
public static IObservable DoToLocalRotationX(this IObservable source, GameObject gameObject)
{
return source.DoToLocalRotationX(gameObject.transform);
}
public static IObservable DoToLocalRotationY(this IObservable source, GameObject gameObject)
{
return source.DoToLocalRotationY(gameObject.transform);
}
public static IObservable DoToLocalRotationZ(this IObservable source, GameObject gameObject)
{
return source.DoToLocalRotationZ(gameObject.transform);
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Extension/GameObjectLocalRotationExtensions.cs.meta
================================================
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================================================
FILE: Assets/Plugins/AnimeRx/Extension/GameObjectLocalScaleExtensions.cs
================================================
using System;
using System.Collections.Generic;
using UniRx;
using UnityEngine;
namespace AnimeRx
{
public static class GameObjectLocalScaleExtensions
{
public static IDisposable SubscribeToLocalScale(this IObservable source, GameObject gameObject)
{
return source.SubscribeToLocalScale(gameObject.transform);
}
public static IDisposable SubscribeToLocalScale(this IObservable> source, GameObject gameObject)
{
return source.SubscribeToLocalScale(gameObject.transform);
}
public static IDisposable SubscribeToLocalScaleX(this IObservable source, GameObject gameObject)
{
return source.SubscribeToLocalScaleX(gameObject.transform);
}
public static IDisposable SubscribeToLocalScaleY(this IObservable source, GameObject gameObject)
{
return source.SubscribeToLocalScaleY(gameObject.transform);
}
public static IDisposable SubscribeToLocalScaleZ(this IObservable source, GameObject gameObject)
{
return source.SubscribeToLocalScaleZ(gameObject.transform);
}
public static IObservable DoToLocalScale(this IObservable source, GameObject gameObject)
{
return source.DoToLocalScale(gameObject.transform);
}
public static IObservable> DoToLocalScale(this IObservable> source, GameObject gameObject)
{
return source.DoToLocalScale(gameObject.transform);
}
public static IObservable DoToLocalScaleX(this IObservable source, GameObject gameObject)
{
return source.DoToLocalScaleX(gameObject.transform);
}
public static IObservable DoToLocalScaleY(this IObservable source, GameObject gameObject)
{
return source.DoToLocalScaleY(gameObject.transform);
}
public static IObservable DoToLocalScaleZ(this IObservable source, GameObject gameObject)
{
return source.DoToLocalScaleZ(gameObject.transform);
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Extension/GameObjectLocalScaleExtensions.cs.meta
================================================
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================================================
FILE: Assets/Plugins/AnimeRx/Extension/GameObjectPositionExtensions.cs
================================================
using System;
using System.Collections.Generic;
using UniRx;
using UnityEngine;
namespace AnimeRx
{
public static class GameObjectPositionExtensions
{
public static IDisposable SubscribeToPosition(this IObservable source, GameObject gameObject)
{
return source.SubscribeToPosition(gameObject.transform);
}
public static IDisposable SubscribeToPosition(this IObservable> source, GameObject gameObject)
{
return source.SubscribeToPosition(gameObject.transform);
}
public static IDisposable SubscribeToPositionX(this IObservable source, GameObject gameObject)
{
return source.SubscribeToPositionX(gameObject.transform);
}
public static IDisposable SubscribeToPositionY(this IObservable source, GameObject gameObject)
{
return source.SubscribeToPositionY(gameObject.transform);
}
public static IDisposable SubscribeToPositionZ(this IObservable source, GameObject gameObject)
{
return source.SubscribeToPositionZ(gameObject.transform);
}
public static IObservable DoToPosition(this IObservable source, GameObject gameObject)
{
return source.DoToPosition(gameObject.transform);
}
public static IObservable> DoToPosition(this IObservable> source, GameObject gameObject)
{
return source.DoToPosition(gameObject.transform);
}
public static IObservable DoToPositionX(this IObservable source, GameObject gameObject)
{
return source.DoToPositionX(gameObject.transform);
}
public static IObservable DoToPositionY(this IObservable source, GameObject gameObject)
{
return source.DoToPositionY(gameObject.transform);
}
public static IObservable DoToPositionZ(this IObservable source, GameObject gameObject)
{
return source.DoToPositionZ(gameObject.transform);
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Extension/GameObjectPositionExtensions.cs.meta
================================================
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guid: 605d55949da644499b8723a6e3834116
timeCreated: 1517742524
================================================
FILE: Assets/Plugins/AnimeRx/Extension/GameObjectRotationExtensions.cs
================================================
using System;
using System.Collections.Generic;
using UniRx;
using UnityEngine;
namespace AnimeRx
{
public static class GameObjectRotationExtensions
{
public static IDisposable SubscribeToRotation(this IObservable source, GameObject gameObject)
{
return source.SubscribeToRotation(gameObject.transform);
}
public static IDisposable SubscribeToRotation(this IObservable> source, GameObject gameObject)
{
return source.SubscribeToRotation(gameObject.transform);
}
public static IDisposable SubscribeToRotationX(this IObservable source, GameObject gameObject)
{
return source.SubscribeToRotationX(gameObject.transform);
}
public static IDisposable SubscribeToRotationY(this IObservable source, GameObject gameObject)
{
return source.SubscribeToRotationY(gameObject.transform);
}
public static IDisposable SubscribeToRotationZ(this IObservable source, GameObject gameObject)
{
return source.SubscribeToRotationZ(gameObject.transform);
}
public static IObservable DoToRotation(this IObservable source, GameObject gameObject)
{
return source.DoToRotation(gameObject.transform);
}
public static IObservable> DoToRotation(this IObservable> source, GameObject gameObject)
{
return source.DoToRotation(gameObject.transform);
}
public static IObservable DoToRotationX(this IObservable source, GameObject gameObject)
{
return source.DoToRotationX(gameObject.transform);
}
public static IObservable DoToRotationY(this IObservable source, GameObject gameObject)
{
return source.DoToRotationY(gameObject.transform);
}
public static IObservable DoToRotationZ(this IObservable source, GameObject gameObject)
{
return source.DoToRotationZ(gameObject.transform);
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Extension/GameObjectRotationExtensions.cs.meta
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================================================
FILE: Assets/Plugins/AnimeRx/Extension/ObservableExtensions.cs
================================================
using System;
using UniRx;
using UnityEngine;
namespace AnimeRx
{
public static class ObservableExtensions
{
public static IObservable Range(this IObservable source, float min, float max)
{
return source.Select(x => Mathf.Clamp(x - min, 0.0f, max) / (max - min));
}
public static IObservable Loop(this IObservable source)
{
return source.Repeat();
}
public static IObservable Loop(this IObservable source, int repeatCount)
{
return Observable.Range(0, repeatCount).Select(x => source).Concat();
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Extension/ObservableExtensions.cs.meta
================================================
fileFormatVersion: 2
guid: aca752fb25bb495aba95b8046bfd83ca
timeCreated: 1518171440
================================================
FILE: Assets/Plugins/AnimeRx/Extension/TransformLocalPositionExtensions.cs
================================================
using System;
using System.Collections.Generic;
using UniRx;
using UnityEngine;
namespace AnimeRx
{
public static class TransformLocalPositionExtensions
{
public static IDisposable SubscribeToLocalPosition(this IObservable source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) => t.localPosition = x);
}
public static IDisposable SubscribeToLocalPosition(this IObservable> source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) => t.localPosition = new Vector3(x[0], x[1], x[2]));
}
public static IDisposable SubscribeToLocalPositionX(this IObservable source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) =>
{
var p = t.localPosition;
p.x = x;
t.localPosition = p;
});
}
public static IDisposable SubscribeToLocalPositionY(this IObservable source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) =>
{
var p = t.localPosition;
p.y = x;
t.localPosition = p;
});
}
public static IDisposable SubscribeToLocalPositionZ(this IObservable source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) =>
{
var p = t.localPosition;
p.z = x;
t.localPosition = p;
});
}
public static IObservable DoToLocalPosition(this IObservable source, Transform transform)
{
return source.Do(x => transform.localPosition = x);
}
public static IObservable> DoToLocalPosition(this IObservable> source, Transform transform)
{
return source.Do(x => transform.localPosition = new Vector3(x[0], x[1], x[2]));
}
public static IObservable DoToLocalPositionX(this IObservable source, Transform transform)
{
return source.Do(x =>
{
var p = transform.localPosition;
p.x = x;
transform.localPosition = p;
});
}
public static IObservable DoToLocalPositionY(this IObservable source, Transform transform)
{
return source.Do(x =>
{
var p = transform.localPosition;
p.y = x;
transform.localPosition = p;
});
}
public static IObservable DoToLocalPositionZ(this IObservable source, Transform transform)
{
return source.Do(x =>
{
var p = transform.localPosition;
p.z = x;
transform.localPosition = p;
});
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Extension/TransformLocalPositionExtensions.cs.meta
================================================
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timeCreated: 1517759383
================================================
FILE: Assets/Plugins/AnimeRx/Extension/TransformLocalRotationExtensions.cs
================================================
using System;
using System.Collections.Generic;
using UniRx;
using UnityEngine;
namespace AnimeRx
{
public static class TransformLocalRotationExtensions
{
public static IDisposable SubscribeToLocalRotation(this IObservable source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) => t.localEulerAngles = x);
}
public static IDisposable SubscribeToLocalRotation(this IObservable> source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) => t.localEulerAngles = new Vector3(x[0], x[1], x[2]));
}
public static IDisposable SubscribeToLocalRotationX(this IObservable source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) =>
{
var p = t.localEulerAngles;
p.x = x;
t.localEulerAngles = p;
});
}
public static IDisposable SubscribeToLocalRotationY(this IObservable source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) =>
{
var p = t.localEulerAngles;
p.y = x;
t.localEulerAngles = p;
});
}
public static IDisposable SubscribeToLocalRotationZ(this IObservable source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) =>
{
var p = t.localEulerAngles;
p.z = x;
t.localEulerAngles = p;
});
}
public static IObservable DoToLocalRotation(this IObservable source, Transform transform)
{
return source.Do(x => transform.localEulerAngles = x);
}
public static IObservable> DoToLocalRotation(this IObservable> source, Transform transform)
{
return source.Do(x => transform.localEulerAngles = new Vector3(x[0], x[1], x[2]));
}
public static IObservable DoToLocalRotationX(this IObservable source, Transform transform)
{
return source.Do(x =>
{
var p = transform.localEulerAngles;
p.x = x;
transform.localEulerAngles = p;
});
}
public static IObservable DoToLocalRotationY(this IObservable source, Transform transform)
{
return source.Do(x =>
{
var p = transform.localEulerAngles;
p.y = x;
transform.localEulerAngles = p;
});
}
public static IObservable DoToLocalRotationZ(this IObservable source, Transform transform)
{
return source.Do(x =>
{
var p = transform.localEulerAngles;
p.z = x;
transform.localEulerAngles = p;
});
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Extension/TransformLocalRotationExtensions.cs.meta
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================================================
FILE: Assets/Plugins/AnimeRx/Extension/TransformLocalScaleExtensions.cs
================================================
using System;
using System.Collections.Generic;
using UniRx;
using UnityEngine;
namespace AnimeRx
{
public static class TransformLocalScaleExtensions
{
public static IDisposable SubscribeToLocalScale(this IObservable source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) => t.localScale = x);
}
public static IDisposable SubscribeToLocalScale(this IObservable> source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) => t.localScale = new Vector3(x[0], x[1], x[2]));
}
public static IDisposable SubscribeToLocalScaleX(this IObservable source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) =>
{
var p = t.localScale;
p.x = x;
t.localScale = p;
});
}
public static IDisposable SubscribeToLocalScaleY(this IObservable source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) =>
{
var p = t.localScale;
p.y = x;
t.localScale = p;
});
}
public static IDisposable SubscribeToLocalScaleZ(this IObservable source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) =>
{
var p = t.localScale;
p.z = x;
t.localScale = p;
});
}
public static IObservable DoToLocalScale(this IObservable source, Transform transform)
{
return source.Do(x => transform.localScale = x);
}
public static IObservable> DoToLocalScale(this IObservable> source, Transform transform)
{
return source.Do(x => transform.localScale = new Vector3(x[0], x[1], x[2]));
}
public static IObservable DoToLocalScaleX(this IObservable source, Transform transform)
{
return source.Do(x =>
{
var p = transform.localScale;
p.x = x;
transform.localScale = p;
});
}
public static IObservable DoToLocalScaleY(this IObservable source, Transform transform)
{
return source.Do(x =>
{
var p = transform.localScale;
p.y = x;
transform.localScale = p;
});
}
public static IObservable DoToLocalScaleZ(this IObservable source, Transform transform)
{
return source.Do(x =>
{
var p = transform.localScale;
p.z = x;
transform.localScale = p;
});
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Extension/TransformLocalScaleExtensions.cs.meta
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================================================
FILE: Assets/Plugins/AnimeRx/Extension/TransformPositionExtensions.cs
================================================
using System;
using System.Collections.Generic;
using UniRx;
using UnityEngine;
namespace AnimeRx
{
public static class TransformPositionExtensions
{
public static IDisposable SubscribeToPosition(this IObservable source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) => t.position = x);
}
public static IDisposable SubscribeToPosition(this IObservable> source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) => t.position = new Vector3(x[0], x[1], x[2]));
}
public static IDisposable SubscribeToPositionX(this IObservable source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) =>
{
var p = t.position;
p.x = x;
t.position = p;
});
}
public static IDisposable SubscribeToPositionY(this IObservable source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) =>
{
var p = t.position;
p.y = x;
t.position = p;
});
}
public static IDisposable SubscribeToPositionZ(this IObservable source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) =>
{
var p = t.position;
p.z = x;
t.position = p;
});
}
public static IObservable DoToPosition(this IObservable source, Transform transform)
{
return source.Do(x => transform.position = x);
}
public static IObservable> DoToPosition(this IObservable> source, Transform transform)
{
return source.Do(x => transform.position = new Vector3(x[0], x[1], x[2]));
}
public static IObservable DoToPositionX(this IObservable source, Transform transform)
{
return source.Do(x =>
{
var p = transform.position;
p.x = x;
transform.position = p;
});
}
public static IObservable DoToPositionY(this IObservable source, Transform transform)
{
return source.Do(x =>
{
var p = transform.position;
p.y = x;
transform.position = p;
});
}
public static IObservable DoToPositionZ(this IObservable source, Transform transform)
{
return source.Do(x =>
{
var p = transform.position;
p.z = x;
transform.position = p;
});
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Extension/TransformPositionExtensions.cs.meta
================================================
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================================================
FILE: Assets/Plugins/AnimeRx/Extension/TransformRotationExtensions.cs
================================================
using System;
using System.Collections.Generic;
using UniRx;
using UnityEngine;
namespace AnimeRx
{
public static class TransformRotationExtensions
{
public static IDisposable SubscribeToRotation(this IObservable source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) => t.eulerAngles = x);
}
public static IDisposable SubscribeToRotation(this IObservable> source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) => t.eulerAngles = new Vector3(x[0], x[1], x[2]));
}
public static IDisposable SubscribeToRotationX(this IObservable source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) =>
{
var p = t.eulerAngles;
p.x = x;
t.eulerAngles = p;
});
}
public static IDisposable SubscribeToRotationY(this IObservable source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) =>
{
var p = t.eulerAngles;
p.y = x;
t.eulerAngles = p;
});
}
public static IDisposable SubscribeToRotationZ(this IObservable source, Transform transform)
{
return source.SubscribeWithState(transform, (x, t) =>
{
var p = t.eulerAngles;
p.z = x;
t.eulerAngles = p;
});
}
public static IObservable DoToRotation(this IObservable source, Transform transform)
{
return source.Do(x => transform.eulerAngles = x);
}
public static IObservable> DoToRotation(this IObservable> source, Transform transform)
{
return source.Do(x => transform.eulerAngles = new Vector3(x[0], x[1], x[2]));
}
public static IObservable DoToRotationX(this IObservable source, Transform transform)
{
return source.Do(x =>
{
var p = transform.eulerAngles;
p.x = x;
transform.eulerAngles = p;
});
}
public static IObservable DoToRotationY(this IObservable source, Transform transform)
{
return source.Do(x =>
{
var p = transform.eulerAngles;
p.y = x;
transform.eulerAngles = p;
});
}
public static IObservable DoToRotationZ(this IObservable source, Transform transform)
{
return source.Do(x =>
{
var p = transform.eulerAngles;
p.z = x;
transform.eulerAngles = p;
});
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Extension/TransformRotationExtensions.cs.meta
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================================================
FILE: Assets/Plugins/AnimeRx/Extension/Vector1Extensions.cs
================================================
using System;
using System.Collections.Generic;
using System.Linq;
using UniRx;
using UnityEngine;
namespace AnimeRx
{
public static class Vector1Extensions
{
public static IObservable Play(this float source, float to, IAnimator animator)
{
return Anime.Play(source, to, animator);
}
public static IObservable Play(this float source, float to, IAnimator animator, IScheduler scheduler)
{
return Anime.Play(source, to, animator, scheduler);
}
public static IObservable Play(this float source, float[] path, IAnimator animator)
{
var merged = new float[path.Length + 1];
merged[0] = source;
Array.Copy(path, 0, merged, 1, path.Length);
return Anime.Play(merged, animator);
}
public static IObservable Play(this float source, float[] path, IAnimator animator, IScheduler scheduler)
{
var merged = new float[path.Length + 1];
merged[0] = source;
Array.Copy(path, 0, merged, 1, path.Length);
return Anime.Play(merged, animator, scheduler);
}
public static IObservable PlayRelative(this float source, float relative, IAnimator animator)
{
return Anime.PlayRelative(source, relative, animator);
}
public static IObservable PlayRelative(this float source, float relative, IAnimator animator, IScheduler scheduler)
{
return Anime.PlayRelative(source, relative, animator, scheduler);
}
public static IObservable Sum(this IObservable> source)
{
return source.Select(x =>
{
return x.Aggregate(0.0f, (current, xx) => current + xx);
});
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Extension/Vector1Extensions.cs.meta
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================================================
FILE: Assets/Plugins/AnimeRx/Extension/Vector2Extensions.cs
================================================
using System;
using System.Collections.Generic;
using System.Linq;
using UniRx;
using UnityEngine;
namespace AnimeRx
{
public static class Vector2Extensions
{
public static IObservable Play(this Vector2 source, Vector2 to, IAnimator animator)
{
return Anime.Play(source, to, animator);
}
public static IObservable Play(this Vector2 source, Vector2 to, IAnimator animator, IScheduler scheduler)
{
return Anime.Play(source, to, animator, scheduler);
}
public static IObservable Play(this Vector2 source, Vector2[] path, IAnimator animator)
{
var merged = new Vector2[path.Length + 1];
merged[0] = source;
Array.Copy(path, 0, merged, 1, path.Length);
return Anime.Play(merged, animator);
}
public static IObservable Play(this Vector2 source, Vector2[] path, IAnimator animator, IScheduler scheduler)
{
var merged = new Vector2[path.Length + 1];
merged[0] = source;
Array.Copy(path, 0, merged, 1, path.Length);
return Anime.Play(merged, animator, scheduler);
}
public static IObservable PlayRelative(this Vector2 source, Vector2 relative, IAnimator animator)
{
return Anime.PlayRelative(source, relative, animator);
}
public static IObservable PlayRelative(this Vector2 source, Vector2 relative, IAnimator animator, IScheduler scheduler)
{
return Anime.PlayRelative(source, relative, animator, scheduler);
}
public static IObservable Sum(this IObservable> source)
{
return source.Select(x =>
{
return x.Aggregate(new Vector2(), (current, xx) => current + xx);
});
}
}
}
================================================
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================================================
FILE: Assets/Plugins/AnimeRx/Extension/Vector3Extensions.cs
================================================
using System;
using System.Collections.Generic;
using System.Linq;
using UniRx;
using UnityEngine;
namespace AnimeRx
{
public static class Vector3Extensions
{
public static IObservable Play(this Vector3 source, Vector3 to, IAnimator animator)
{
return Anime.Play(source, to, animator);
}
public static IObservable Play(this Vector3 source, Vector3 to, IAnimator animator, IScheduler scheduler)
{
return Anime.Play(source, to, animator, scheduler);
}
public static IObservable Play(this Vector3 source, Vector3[] path, IAnimator animator)
{
var merged = new Vector3[path.Length + 1];
merged[0] = source;
Array.Copy(path, 0, merged, 1, path.Length);
return Anime.Play(merged, animator);
}
public static IObservable Play(this Vector3 source, Vector3[] path, IAnimator animator, IScheduler scheduler)
{
var merged = new Vector3[path.Length + 1];
merged[0] = source;
Array.Copy(path, 0, merged, 1, path.Length);
return Anime.Play(merged, animator, scheduler);
}
public static IObservable PlayRelative(this Vector3 source, Vector3 relative, IAnimator animator)
{
return Anime.PlayRelative(source, relative, animator);
}
public static IObservable PlayRelative(this Vector3 source, Vector3 relative, IAnimator animator, IScheduler scheduler)
{
return Anime.PlayRelative(source, relative, animator, scheduler);
}
public static IObservable Sum(this IObservable> source)
{
return source.Select(x =>
{
return x.Aggregate(new Vector3(), (current, xx) => current + xx);
});
}
}
}
================================================
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================================================
FILE: Assets/Plugins/AnimeRx/Extension/Vector4Extensions.cs
================================================
using System;
using System.Collections.Generic;
using System.Linq;
using UniRx;
using UnityEngine;
namespace AnimeRx
{
public static class Vector4Extensions
{
public static IObservable Play(this Vector4 source, Vector4 to, IAnimator animator)
{
return Anime.Play(source, to, animator);
}
public static IObservable Play(this Vector4 source, Vector4 to, IAnimator animator, IScheduler scheduler)
{
return Anime.Play(source, to, animator, scheduler);
}
public static IObservable Play(this Vector4 source, Vector4[] path, IAnimator animator)
{
var merged = new Vector4[path.Length + 1];
merged[0] = source;
Array.Copy(path, 0, merged, 1, path.Length);
return Anime.Play(merged, animator);
}
public static IObservable Play(this Vector4 source, Vector4[] path, IAnimator animator, IScheduler scheduler)
{
var merged = new Vector4[path.Length + 1];
merged[0] = source;
Array.Copy(path, 0, merged, 1, path.Length);
return Anime.Play(merged, animator, scheduler);
}
public static IObservable PlayRelative(this Vector4 source, Vector4 relative, IAnimator animator)
{
return Anime.PlayRelative(source, relative, animator);
}
public static IObservable PlayRelative(this Vector4 source, Vector4 relative, IAnimator animator, IScheduler scheduler)
{
return Anime.PlayRelative(source, relative, animator, scheduler);
}
public static IObservable Sum(this IObservable> source)
{
return source.Select(x =>
{
return x.Aggregate(new Vector4(), (current, xx) => current + xx);
});
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Extension/Vector4Extensions.cs.meta
================================================
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================================================
FILE: Assets/Plugins/AnimeRx/LICENSE.txt
================================================
MIT License
Copyright (c) 2018 kyubuns
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
================================================
FILE: Assets/Plugins/AnimeRx/LICENSE.txt.meta
================================================
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================================================
FILE: Assets/Plugins/AnimeRx/Player/Anime.cs
================================================
using System;
using System.Collections;
using System.Threading;
using UniRx;
namespace AnimeRx
{
public static partial class Anime
{
private static IScheduler defaultScheduler = new TimeScheduler();
public const double TimeDelta = 0.00001;
private const double EqualDelta = 0.02;
public static IScheduler DefaultScheduler
{
get { return defaultScheduler; }
set { defaultScheduler = value; }
}
public static IObservable Play(IAnimator animator)
{
return Play(animator, DefaultScheduler);
}
public static IObservable Play(IAnimator animator, IScheduler scheduler)
{
return PlayInternal(animator, 1.0f, scheduler);
}
private static IObservable PlayInternal(IAnimator animator, float distance, IScheduler scheduler)
{
return Observable
.Defer(() => Observable.Return(scheduler.Now))
.ContinueWith(start =>
RxExtensions.FromMicroCoroutineWithInitialValue((observer, token) => AnimationCoroutine(animator, start, distance, scheduler, observer, token), animator.CalcPosition(scheduler.Now - start, distance))
);
}
private static IObservable SleepInternal(float duration, IScheduler scheduler)
{
return Observable
.Defer(() => Observable.Return(scheduler.Now))
.ContinueWith(start =>
RxExtensions.FromMicroCoroutineWithInitialValue((observer, token) => DelayCoroutine(start, duration, scheduler, observer, token), Unit.Default)
);
}
private static IEnumerator AnimationCoroutine(IAnimator animator, float start, float distance, IScheduler scheduler, IObserver observer, CancellationToken token)
{
while (true)
{
if (token.IsCancellationRequested)
{
observer.OnCompleted();
yield break;
}
var now = scheduler.Now - start;
if (animator.CalcFinishTime(distance) < now)
{
break;
}
observer.OnNext(animator.CalcPosition(now, distance));
yield return null;
}
observer.OnNext(animator.CalcPosition(animator.CalcFinishTime(distance), distance));
observer.OnCompleted();
}
private static IEnumerator DelayCoroutine(float start, float duration, IScheduler scheduler, IObserver observer, CancellationToken token)
{
while (true)
{
if (token.IsCancellationRequested)
{
observer.OnCompleted();
yield break;
}
var now = scheduler.Now - start;
if (duration < now)
{
break;
}
observer.OnNext(Unit.Default);
yield return null;
}
observer.OnNext(Unit.Default);
observer.OnCompleted();
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Player/Anime.cs.meta
================================================
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================================================
FILE: Assets/Plugins/AnimeRx/Player/AnimeColor.cs
================================================
using System;
using System.Collections.Generic;
using UniRx;
using UnityEngine;
namespace AnimeRx
{
public static partial class Anime
{
public static IObservable Play(Color from, Color to, IAnimator animator)
{
return Play(from, to, animator, DefaultScheduler);
}
public static IObservable Play(Color from, Color to, IAnimator animator, IScheduler scheduler)
{
return PlayInternal(animator, Vector4.Distance(from, to), scheduler)
.Select(x => Color.LerpUnclamped(from, to, x));
}
public static IObservable PlayIn(Color from, Color inEnd, Color to, IAnimator inAnimator)
{
return PlayIn(from, inEnd, to, inAnimator, DefaultScheduler);
}
public static IObservable PlayIn(Color from, Color inEnd, Color to, IAnimator inAnimator, IScheduler scheduler)
{
var velocity = inAnimator.CalcFinishVelocity(Vector4.Distance(inEnd, from));
var linearAnimator = Easing.Linear(velocity);
var compositeAnimator = new CompositeAnimator(new[]
{
Tuple.Create(inAnimator, Vector4.Distance(inEnd, from)),
Tuple.Create(linearAnimator, Vector4.Distance(to, inEnd)),
});
return Play(new[] {from, inEnd, to}, compositeAnimator, scheduler);
}
public static IObservable PlayOut(Color from, Color outStart, Color to, IAnimator outAnimator)
{
return PlayOut(from, outStart, to, outAnimator, DefaultScheduler);
}
public static IObservable PlayOut(Color from, Color outStart, Color to, IAnimator outAnimator, IScheduler scheduler)
{
var velocity = outAnimator.CalcStartVelocity(Vector4.Distance(to, outStart));
var linearAnimator = Easing.Linear(velocity);
var compositeAnimator = new CompositeAnimator(new[]
{
Tuple.Create(linearAnimator, Vector4.Distance(outStart, from)),
Tuple.Create(outAnimator, Vector4.Distance(to, outStart)),
});
return Play(new[] {from, outStart, to}, compositeAnimator, scheduler);
}
public static IObservable PlayInOut(Color from, Color inEnd, Color outStart, Color to, IAnimator inAnimator, IAnimator outAnimator)
{
return PlayInOut(from, inEnd, outStart, to, inAnimator, outAnimator, DefaultScheduler);
}
public static IObservable PlayInOut(Color from, Color inEnd, Color outStart, Color to, IAnimator inAnimator, IAnimator outAnimator, IScheduler scheduler)
{
var inVelocity = inAnimator.CalcFinishVelocity(Vector4.Distance(inEnd, from)).PerSecond;
var outVelocity = outAnimator.CalcStartVelocity(Vector4.Distance(to, outStart)).PerSecond;
IAnimator linearAnimator;
if (Math.Abs(inVelocity - outVelocity) < EqualDelta)
{
linearAnimator = Motion.Uniform((float) ((inVelocity + outVelocity) / 2.0));
}
else
{
var accel = (outVelocity * outVelocity - inVelocity * inVelocity) / (2.0f * Vector4.Distance(outStart, inEnd));
linearAnimator = Motion.Acceleration((float) accel, (float) inVelocity);
}
var compositeAnimator = new CompositeAnimator(new[]
{
Tuple.Create(inAnimator, Vector4.Distance(inEnd, from)),
Tuple.Create(linearAnimator, Vector4.Distance(outStart, inEnd)),
Tuple.Create(outAnimator, Vector4.Distance(to, outStart)),
});
return Play(new[] {from, inEnd, outStart, to}, compositeAnimator, scheduler);
}
public static IObservable Play(Color[] path, IAnimator animator)
{
return Play(path, animator, DefaultScheduler);
}
public static IObservable Play(Color[] path, IAnimator animator, IScheduler scheduler)
{
var distance = new List();
var sum = 0.0f;
for (var i = 0; i < path.Length - 1; ++i)
{
var d = Vector4.Distance(path[i], path[i + 1]);
distance.Add(sum + d);
sum += d;
}
return PlayInternal(animator, sum, scheduler)
.Select(x =>
{
var a = x * sum;
var i = 0;
for (; i < distance.Count - 1; i++)
{
if (distance[i] > a) break;
}
var b = i == 0 ? 0 : distance[i - 1];
return Color.LerpUnclamped(path[i], path[i + 1], (a - b) / (distance[i] - b));
});
}
public static IObservable Play(this IObservable self, Color from, Color to, IAnimator animator)
{
return Play(self, from, to, animator, DefaultScheduler);
}
public static IObservable Play(this IObservable self, Color from, Color to, IAnimator animator, IScheduler scheduler)
{
return self.Concat(Play(from, to, animator, scheduler));
}
public static IObservable Play(this IObservable self, Color from, Color[] path, IAnimator animator)
{
return Play(self, from, path, animator, DefaultScheduler);
}
public static IObservable Play(this IObservable self, Color from, Color[] path, IAnimator animator, IScheduler scheduler)
{
var merged = new Color[path.Length + 1];
merged[0] = from;
Array.Copy(path, 0, merged, 1, path.Length);
return self.Concat(Play(merged, animator, scheduler));
}
public static IObservable Play(this IObservable self, Color to, IAnimator animator)
{
return Play(self, to, animator, DefaultScheduler);
}
public static IObservable Play(this IObservable self, Color to, IAnimator animator, IScheduler scheduler)
{
return self.Select(x => Play(x, to, animator, scheduler)).Switch();
}
public static IObservable Play(this IObservable self, Color[] path, IAnimator animator)
{
return Play(self, path, animator, DefaultScheduler);
}
public static IObservable Play(this IObservable self, Color[] path, IAnimator animator, IScheduler scheduler)
{
return self.Select(x =>
{
var merged = new Color[path.Length + 1];
merged[0] = x;
Array.Copy(path, 0, merged, 1, path.Length);
return Observable.Return(x).Concat(Play(merged, animator, scheduler));
}).Switch();
}
public static IObservable PlayRelative(Color from, Color relative, IAnimator animator)
{
return PlayRelative(from, relative, animator, DefaultScheduler);
}
public static IObservable PlayRelative(Color from, Color relative, IAnimator animator, IScheduler scheduler)
{
return Play(from, from + relative, animator, scheduler);
}
public static IObservable PlayRelative(this IObservable self, Color from, Color relative, IAnimator animator)
{
return PlayRelative(self, from, relative, animator, DefaultScheduler);
}
public static IObservable PlayRelative(this IObservable self, Color from, Color relative, IAnimator animator, IScheduler scheduler)
{
return self.Concat(Play(from, from + relative, animator, scheduler));
}
public static IObservable PlayRelative(this IObservable self, Color relative, IAnimator animator)
{
return PlayRelative(self, relative, animator, DefaultScheduler);
}
public static IObservable PlayRelative(this IObservable self, Color relative, IAnimator animator, IScheduler scheduler)
{
return self.Select(x => Play(x, x + relative, animator, scheduler)).Switch();
}
public static IObservable Lerp(this IObservable self, Color from, Color to)
{
return self.Select(x => Color.LerpUnclamped(from, to, x));
}
}
}
================================================
FILE: Assets/Plugins/AnimeRx/Player/AnimeColor.cs.meta
================================================
fileFormatVersion: 2
guid: 0ec98d8b36fc4b1fa47b3442b9b88c61
timeCreated: 1517759132
================================================
FILE: Assets/Plugins/AnimeRx/Player/AnimeVector1.cs
================================================
using System;
using System.Collections.Generic;
using UniRx;
using UnityEngine;
namespace AnimeRx
{
public static partial class Anime
{
public static IObservable Play(float from, float to, IAnimator animator)
{
return Play(from, to, animator, DefaultScheduler);
}
public static IObservable Play(float from, float to, IAnimator animator, IScheduler scheduler)
{
return PlayInternal(animator, Mathf.Abs(from - to), scheduler)
.Select(x => Mathf.LerpUnclamped(from, to, x));
}
public static IObservable PlayIn(float from, float inEnd, float to, IAnimator inAnimator)
{
return PlayIn(from, inEnd, to, inAnimator, DefaultScheduler);
}
public static IObservable PlayIn(float from, float inEnd, float to, IAnimator inAnimator, IScheduler scheduler)
{
var velocity = inAnimator.CalcFinishVelocity(Mathf.Abs(inEnd - from));
var linearAnimator = Easing.Linear(velocity);
var compositeAnimator = new CompositeAnimator(new[]
{
Tuple.Create(inAnimator, Mathf.Abs(inEnd - from)),
Tuple.Create(linearAnimator, Mathf.Abs(to - inEnd)),
});
return Play(new[] {from, inEnd, to}, compositeAnimator, scheduler);
}
public static IObservable PlayOut(float from, float outStart, float to, IAnimator outAnimator)
{
return PlayOut(from, outStart, to, outAnimator, DefaultScheduler);
}
public static IObservable PlayOut(float from, float outStart, float to, IAnimator outAnimator, IScheduler scheduler)
{
var velocity = outAnimator.CalcStartVelocity(Mathf.Abs(to - outStart));
var linearAnimator = Easing.Linear(velocity);
var compositeAnimator = new CompositeAnimator(new[]
{
Tuple.Create(linearAnimator, Mathf.Abs(outStart - from)),
Tuple.Create(outAnimator, Mathf.Abs(to - outStart)),
});
return Play(new[] {from, outStart, to}, compositeAnimator, scheduler);
}
public static IObservable