using System; using UnityEngine; public static class SRMath { public enum EaseType { Linear = 0, QuadEaseOut = 1, QuadEaseIn = 2, QuadEaseInOut = 3, QuadEaseOutIn = 4, ExpoEaseOut = 5, ExpoEaseIn = 6, ExpoEaseInOut = 7, ExpoEaseOutIn = 8, CubicEaseOut = 9, CubicEaseIn = 10, CubicEaseInOut = 11, CubicEaseOutIn = 12, QuartEaseOut = 13, QuartEaseIn = 14, QuartEaseInOut = 15, QuartEaseOutIn = 16, QuintEaseOut = 17, QuintEaseIn = 18, QuintEaseInOut = 19, QuintEaseOutIn = 20, CircEaseOut = 21, CircEaseIn = 22, CircEaseInOut = 23, CircEaseOutIn = 24, SineEaseOut = 25, SineEaseIn = 26, SineEaseInOut = 27, SineEaseOutIn = 28, ElasticEaseOut = 29, ElasticEaseIn = 30, ElasticEaseInOut = 31, ElasticEaseOutIn = 32, BounceEaseOut = 33, BounceEaseIn = 34, BounceEaseInOut = 35, BounceEaseOutIn = 36, BackEaseOut = 37, BackEaseIn = 38, BackEaseInOut = 39, BackEaseOutIn = 40 } private static class TweenFunctions { public static float Linear(float t, float b, float c, float d) { return c * t / d + b; } public static float ExpoEaseOut(float t, float b, float c, float d) { return (t != d) ? (c * (0f - Mathf.Pow(2f, -10f * t / d) + 1f) + b) : (b + c); } public static float ExpoEaseIn(float t, float b, float c, float d) { return (t != 0f) ? (c * Mathf.Pow(2f, 10f * (t / d - 1f)) + b) : b; } public static float ExpoEaseInOut(float t, float b, float c, float d) { if (t == 0f) { return b; } if (t == d) { return b + c; } if ((t /= d / 2f) < 1f) { return c / 2f * Mathf.Pow(2f, 10f * (t - 1f)) + b; } return c / 2f * (0f - Mathf.Pow(2f, -10f * (t -= 1f)) + 2f) + b; } public static float ExpoEaseOutIn(float t, float b, float c, float d) { if (t < d / 2f) { return ExpoEaseOut(t * 2f, b, c / 2f, d); } return ExpoEaseIn(t * 2f - d, b + c / 2f, c / 2f, d); } public static float CircEaseOut(float t, float b, float c, float d) { return c * Mathf.Sqrt(1f - (t = t / d - 1f) * t) + b; } public static float CircEaseIn(float t, float b, float c, float d) { return (0f - c) * (Mathf.Sqrt(1f - (t /= d) * t) - 1f) + b; } public static float CircEaseInOut(float t, float b, float c, float d) { if ((t /= d / 2f) < 1f) { return (0f - c) / 2f * (Mathf.Sqrt(1f - t * t) - 1f) + b; } return c / 2f * (Mathf.Sqrt(1f - (t -= 2f) * t) + 1f) + b; } public static float CircEaseOutIn(float t, float b, float c, float d) { if (t < d / 2f) { return CircEaseOut(t * 2f, b, c / 2f, d); } return CircEaseIn(t * 2f - d, b + c / 2f, c / 2f, d); } public static float QuadEaseOut(float t, float b, float c, float d) { return (0f - c) * (t /= d) * (t - 2f) + b; } public static float QuadEaseIn(float t, float b, float c, float d) { return c * (t /= d) * t + b; } public static float QuadEaseInOut(float t, float b, float c, float d) { if ((t /= d / 2f) < 1f) { return c / 2f * t * t + b; } return (0f - c) / 2f * ((t -= 1f) * (t - 2f) - 1f) + b; } public static float QuadEaseOutIn(float t, float b, float c, float d) { if (t < d / 2f) { return QuadEaseOut(t * 2f, b, c / 2f, d); } return QuadEaseIn(t * 2f - d, b + c / 2f, c / 2f, d); } public static float SineEaseOut(float t, float b, float c, float d) { return c * Mathf.Sin(t / d * ((float)Math.PI / 2f)) + b; } public static float SineEaseIn(float t, float b, float c, float d) { return (0f - c) * Mathf.Cos(t / d * ((float)Math.PI / 2f)) + c + b; } public static float SineEaseInOut(float t, float b, float c, float d) { if ((t /= d / 2f) < 1f) { return c / 2f * Mathf.Sin((float)Math.PI * t / 2f) + b; } return (0f - c) / 2f * (Mathf.Cos((float)Math.PI * (t -= 1f) / 2f) - 2f) + b; } public static float SineEaseOutIn(float t, float b, float c, float d) { if (t < d / 2f) { return SineEaseOut(t * 2f, b, c / 2f, d); } return SineEaseIn(t * 2f - d, b + c / 2f, c / 2f, d); } public static float CubicEaseOut(float t, float b, float c, float d) { return c * ((t = t / d - 1f) * t * t + 1f) + b; } public static float CubicEaseIn(float t, float b, float c, float d) { return c * (t /= d) * t * t + b; } public static float CubicEaseInOut(float t, float b, float c, float d) { if ((t /= d / 2f) < 1f) { return c / 2f * t * t * t + b; } return c / 2f * ((t -= 2f) * t * t + 2f) + b; } public static float CubicEaseOutIn(float t, float b, float c, float d) { if (t < d / 2f) { return CubicEaseOut(t * 2f, b, c / 2f, d); } return CubicEaseIn(t * 2f - d, b + c / 2f, c / 2f, d); } public static float QuartEaseOut(float t, float b, float c, float d) { return (0f - c) * ((t = t / d - 1f) * t * t * t - 1f) + b; } public static float QuartEaseIn(float t, float b, float c, float d) { return c * (t /= d) * t * t * t + b; } public static float QuartEaseInOut(float t, float b, float c, float d) { if ((t /= d / 2f) < 1f) { return c / 2f * t * t * t * t + b; } return (0f - c) / 2f * ((t -= 2f) * t * t * t - 2f) + b; } public static float QuartEaseOutIn(float t, float b, float c, float d) { if (t < d / 2f) { return QuartEaseOut(t * 2f, b, c / 2f, d); } return QuartEaseIn(t * 2f - d, b + c / 2f, c / 2f, d); } public static float QuintEaseOut(float t, float b, float c, float d) { return c * ((t = t / d - 1f) * t * t * t * t + 1f) + b; } public static float QuintEaseIn(float t, float b, float c, float d) { return c * (t /= d) * t * t * t * t + b; } public static float QuintEaseInOut(float t, float b, float c, float d) { if ((t /= d / 2f) < 1f) { return c / 2f * t * t * t * t * t + b; } return c / 2f * ((t -= 2f) * t * t * t * t + 2f) + b; } public static float QuintEaseOutIn(float t, float b, float c, float d) { if (t < d / 2f) { return QuintEaseOut(t * 2f, b, c / 2f, d); } return QuintEaseIn(t * 2f - d, b + c / 2f, c / 2f, d); } public static float ElasticEaseOut(float t, float b, float c, float d) { if ((t /= d) == 1f) { return b + c; } float num = d * 0.3f; float num2 = num / 4f; return c * Mathf.Pow(2f, -10f * t) * Mathf.Sin((t * d - num2) * ((float)Math.PI * 2f) / num) + c + b; } public static float ElasticEaseIn(float t, float b, float c, float d) { if ((t /= d) == 1f) { return b + c; } float num = d * 0.3f; float num2 = num / 4f; return 0f - c * Mathf.Pow(2f, 10f * (t -= 1f)) * Mathf.Sin((t * d - num2) * ((float)Math.PI * 2f) / num) + b; } public static float ElasticEaseInOut(float t, float b, float c, float d) { if ((t /= d / 2f) == 2f) { return b + c; } float num = d * 0.45000002f; float num2 = num / 4f; if (t < 1f) { return -0.5f * (c * Mathf.Pow(2f, 10f * (t -= 1f)) * Mathf.Sin((t * d - num2) * ((float)Math.PI * 2f) / num)) + b; } return c * Mathf.Pow(2f, -10f * (t -= 1f)) * Mathf.Sin((t * d - num2) * ((float)Math.PI * 2f) / num) * 0.5f + c + b; } public static float ElasticEaseOutIn(float t, float b, float c, float d) { if (t < d / 2f) { return ElasticEaseOut(t * 2f, b, c / 2f, d); } return ElasticEaseIn(t * 2f - d, b + c / 2f, c / 2f, d); } public static float BounceEaseOut(float t, float b, float c, float d) { if ((t /= d) < 0.36363637f) { return c * (7.5625f * t * t) + b; } if ((double)t < 0.7272727272727273) { return c * (7.5625f * (t -= 0.54545456f) * t + 0.75f) + b; } if ((double)t < 0.9090909090909091) { return c * (7.5625f * (t -= 0.8181818f) * t + 0.9375f) + b; } return c * (7.5625f * (t -= 21f / 22f) * t + 63f / 64f) + b; } public static float BounceEaseIn(float t, float b, float c, float d) { return c - BounceEaseOut(d - t, 0f, c, d) + b; } public static float BounceEaseInOut(float t, float b, float c, float d) { if (t < d / 2f) { return BounceEaseIn(t * 2f, 0f, c, d) * 0.5f + b; } return BounceEaseOut(t * 2f - d, 0f, c, d) * 0.5f + c * 0.5f + b; } public static float BounceEaseOutIn(float t, float b, float c, float d) { if (t < d / 2f) { return BounceEaseOut(t * 2f, b, c / 2f, d); } return BounceEaseIn(t * 2f - d, b + c / 2f, c / 2f, d); } public static float BackEaseOut(float t, float b, float c, float d) { return c * ((t = t / d - 1f) * t * (2.70158f * t + 1.70158f) + 1f) + b; } public static float BackEaseIn(float t, float b, float c, float d) { return c * (t /= d) * t * (2.70158f * t - 1.70158f) + b; } public static float BackEaseInOut(float t, float b, float c, float d) { float num = 1.70158f; if ((t /= d / 2f) < 1f) { return c / 2f * (t * t * (((num *= 1.525f) + 1f) * t - num)) + b; } return c / 2f * ((t -= 2f) * t * (((num *= 1.525f) + 1f) * t + num) + 2f) + b; } public static float BackEaseOutIn(float t, float b, float c, float d) { if (t < d / 2f) { return BackEaseOut(t * 2f, b, c / 2f, d); } return BackEaseIn(t * 2f - d, b + c / 2f, c / 2f, d); } } public static float LerpUnclamped(float from, float to, float t) { return (1f - t) * from + t * to; } public static Vector3 LerpUnclamped(Vector3 from, Vector3 to, float t) { return new Vector3(LerpUnclamped(from.x, to.x, t), LerpUnclamped(from.y, to.y, t), LerpUnclamped(from.z, to.z, t)); } public static float FacingNormalized(Vector3 dir1, Vector3 dir2) { dir1.Normalize(); dir2.Normalize(); return Mathf.InverseLerp(-1f, 1f, Vector3.Dot(dir1, dir2)); } public static float WrapAngle(float angle) { if (angle <= -180f) { angle += 360f; } else if (angle > 180f) { angle -= 360f; } return angle; } public static float NearestAngle(float to, float angle1, float angle2) { if (Mathf.Abs(Mathf.DeltaAngle(to, angle1)) > Mathf.Abs(Mathf.DeltaAngle(to, angle2))) { return angle2; } return angle1; } public static int Wrap(int max, int value) { if (max < 0) { throw new ArgumentOutOfRangeException("max", "max must be greater than 0"); } while (value < 0) { value += max; } while (value >= max) { value -= max; } return value; } public static float Wrap(float max, float value) { while (value < 0f) { value += max; } while (value >= max) { value -= max; } return value; } public static float Average(float v1, float v2) { return (v1 + v2) * 0.5f; } public static float Angle(Vector2 direction) { float num = Vector3.Angle(Vector3.up, direction); if (Vector3.Cross(direction, Vector3.up).z > 0f) { num *= -1f; } return num; } public static float Ease(float from, float to, float t, EaseType type) { switch (type) { case EaseType.Linear: return TweenFunctions.Linear(t, from, to, 1f); case EaseType.QuadEaseOut: return TweenFunctions.QuadEaseOut(t, from, to, 1f); case EaseType.QuadEaseIn: return TweenFunctions.QuadEaseIn(t, from, to, 1f); case EaseType.QuadEaseInOut: return TweenFunctions.QuadEaseInOut(t, from, to, 1f); case EaseType.QuadEaseOutIn: return TweenFunctions.QuadEaseOutIn(t, from, to, 1f); case EaseType.ExpoEaseOut: return TweenFunctions.ExpoEaseOut(t, from, to, 1f); case EaseType.ExpoEaseIn: return TweenFunctions.ExpoEaseIn(t, from, to, 1f); case EaseType.ExpoEaseInOut: return TweenFunctions.ExpoEaseInOut(t, from, to, 1f); case EaseType.ExpoEaseOutIn: return TweenFunctions.ExpoEaseOutIn(t, from, to, 1f); case EaseType.CubicEaseOut: return TweenFunctions.CubicEaseOut(t, from, to, 1f); case EaseType.CubicEaseIn: return TweenFunctions.CubicEaseIn(t, from, to, 1f); case EaseType.CubicEaseInOut: return TweenFunctions.CubicEaseInOut(t, from, to, 1f); case EaseType.CubicEaseOutIn: return TweenFunctions.CubicEaseOutIn(t, from, to, 1f); case EaseType.QuartEaseOut: return TweenFunctions.QuartEaseOut(t, from, to, 1f); case EaseType.QuartEaseIn: return TweenFunctions.QuartEaseIn(t, from, to, 1f); case EaseType.QuartEaseInOut: return TweenFunctions.QuartEaseInOut(t, from, to, 1f); case EaseType.QuartEaseOutIn: return TweenFunctions.QuartEaseOutIn(t, from, to, 1f); case EaseType.QuintEaseOut: return TweenFunctions.QuintEaseOut(t, from, to, 1f); case EaseType.QuintEaseIn: return TweenFunctions.QuintEaseIn(t, from, to, 1f); case EaseType.QuintEaseInOut: return TweenFunctions.QuintEaseInOut(t, from, to, 1f); case EaseType.QuintEaseOutIn: return TweenFunctions.QuintEaseOutIn(t, from, to, 1f); case EaseType.CircEaseOut: return TweenFunctions.CircEaseOut(t, from, to, 1f); case EaseType.CircEaseIn: return TweenFunctions.CircEaseIn(t, from, to, 1f); case EaseType.CircEaseInOut: return TweenFunctions.CircEaseInOut(t, from, to, 1f); case EaseType.CircEaseOutIn: return TweenFunctions.CircEaseOutIn(t, from, to, 1f); case EaseType.SineEaseOut: return TweenFunctions.SineEaseOut(t, from, to, 1f); case EaseType.SineEaseIn: return TweenFunctions.SineEaseIn(t, from, to, 1f); case EaseType.SineEaseInOut: return TweenFunctions.SineEaseInOut(t, from, to, 1f); case EaseType.SineEaseOutIn: return TweenFunctions.SineEaseOutIn(t, from, to, 1f); case EaseType.ElasticEaseOut: return TweenFunctions.ElasticEaseOut(t, from, to, 1f); case EaseType.ElasticEaseIn: return TweenFunctions.ElasticEaseIn(t, from, to, 1f); case EaseType.ElasticEaseInOut: return TweenFunctions.ElasticEaseInOut(t, from, to, 1f); case EaseType.ElasticEaseOutIn: return TweenFunctions.ElasticEaseOutIn(t, from, to, 1f); case EaseType.BounceEaseOut: return TweenFunctions.BounceEaseOut(t, from, to, 1f); case EaseType.BounceEaseIn: return TweenFunctions.BounceEaseIn(t, from, to, 1f); case EaseType.BounceEaseInOut: return TweenFunctions.BounceEaseInOut(t, from, to, 1f); case EaseType.BounceEaseOutIn: return TweenFunctions.BounceEaseOutIn(t, from, to, 1f); case EaseType.BackEaseOut: return TweenFunctions.BackEaseOut(t, from, to, 1f); case EaseType.BackEaseIn: return TweenFunctions.BackEaseIn(t, from, to, 1f); case EaseType.BackEaseInOut: return TweenFunctions.BackEaseInOut(t, from, to, 1f); case EaseType.BackEaseOutIn: return TweenFunctions.BackEaseOutIn(t, from, to, 1f); default: throw new ArgumentOutOfRangeException("type"); } } public static float SpringLerp(float strength, float deltaTime) { int num = Mathf.RoundToInt(deltaTime * 1000f); float t = 0.001f * strength; float num2 = 0f; float b = 1f; for (int i = 0; i < num; i++) { num2 = Mathf.Lerp(num2, b, t); } return num2; } public static float SpringLerp(float from, float to, float strength, float deltaTime) { return Mathf.Lerp(from, to, SpringLerp(strength, deltaTime)); } public static Vector3 SpringLerp(Vector3 from, Vector3 to, float strength, float deltaTime) { return Vector3.Lerp(from, to, SpringLerp(strength, deltaTime)); } public static Quaternion SpringLerp(Quaternion from, Quaternion to, float strength, float deltaTime) { return Quaternion.Slerp(from, to, SpringLerp(strength, deltaTime)); } public static float SmoothClamp(float value, float min, float max, float scrollMax, EaseType easeType = EaseType.ExpoEaseOut) { if (value < min) { return value; } float num = Mathf.Clamp01((value - min) / (scrollMax - min)); Debug.Log(num); return Mathf.Clamp(min + Mathf.Lerp(value - min, max, Ease(0f, 1f, num, easeType)), 0f, max); } }