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April 21, 2018 08:40
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This is a utility to lerp stuff over time. Feed in the time and you get normalized time and or a value of the current custom lerp.
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| using System; | |
| using System.Collections; | |
| using UnityEngine; | |
| public struct LerpHelper<T> | |
| { | |
| public T from; | |
| public T to; | |
| public float duration; | |
| public float start; | |
| public LerpHelper(T from, T to, float duration, float now){ | |
| this.from = from; | |
| this.to = to; | |
| this.duration = duration; | |
| this.start = now; | |
| } | |
| public T GetValue (Func<T,T,float, T> interp, float now, Func<float,float> TimeLerp) { | |
| return interp(from, to, TimeLerp(GetNormalizedTime(now))); | |
| } | |
| public T GetValue (Func<T,T,float, T> interp, float now) { | |
| return interp(from, to, normalizedTime(now)); | |
| } | |
| public bool IsStarted(float now) | |
| { | |
| return now >= start; | |
| } | |
| public bool IsComplete(float now) | |
| { | |
| return now > start + duration; | |
| } | |
| [ObsoleteAttribute("Use GetNormalizedTime instead")] | |
| public float normalizedTime(float now){ | |
| return (now - start) / duration; | |
| } | |
| public float GetNormalizedTime(float now){ | |
| if (duration == 0) | |
| return 0.00001f; | |
| return Mathf.Clamp01( (now - start) / duration ); | |
| } | |
| } |
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