78 lines
2.6 KiB
C#
78 lines
2.6 KiB
C#
/************************************************************************************
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
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https://developer.oculus.com/licenses/oculussdk/
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Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
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under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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ANY KIND, either express or implied. See the License for the specific language governing
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permissions and limitations under the License.
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************************************************************************************/
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using System;
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using UnityEngine;
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namespace Oculus.Interaction
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{
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/// <summary>
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/// ProgressCurve provides a helper for creating curves for easing.
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/// In some respects it works like an AnimationCurve except that ProgressCurve
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/// always takes in a normalized AnimationCurve and a second parameter
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/// defines the length of the animation.
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///
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/// A few helper methods are provided to track progress through the animation.
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/// </summary>
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[Serializable]
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public class ProgressCurve
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{
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[SerializeField]
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private AnimationCurve _animationCurve;
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[SerializeField]
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private float _animationLength;
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private float _animationStartTime;
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public ProgressCurve()
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{
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_animationCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
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_animationLength = 1.0f;
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}
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public ProgressCurve(AnimationCurve animationCurve, float animationLength)
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{
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_animationCurve = animationCurve;
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_animationLength = animationLength;
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}
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public ProgressCurve(ProgressCurve other)
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{
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_animationCurve = other._animationCurve;
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_animationLength = other._animationLength;
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_animationStartTime = other._animationStartTime;
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}
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public void Start()
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{
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_animationStartTime = Time.realtimeSinceStartup;
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}
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public float Progress()
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{
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if (_animationLength <= 0f)
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{
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return _animationCurve.Evaluate(1.0f);
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}
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float normalizedTimeProgress = Mathf.Clamp01((Time.realtimeSinceStartup - _animationStartTime) / _animationLength);
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return _animationCurve.Evaluate(normalizedTimeProgress);
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}
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public void End()
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{
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_animationStartTime = Time.realtimeSinceStartup - _animationLength;
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}
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}
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}
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