mirror of
https://github.com/nothke/quality-control.git
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407 lines
12 KiB
C#
407 lines
12 KiB
C#
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///
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/// Interpolator and InertialInterpolator by Nothke
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///
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/// A utility struct for when a value needs to smoothly transition between 2 states.
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///
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/// Call Regress() to make the state advance towards 0,
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/// or Progress() to make it advance towards 1.
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/// Alternatively use Toggle().
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/// SetTo(value) will set it to a state immediately.
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///
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/// Call Update() every frame or fixed frame for the transition to progress.
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///
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/// An Interpolator is a version that transits at fixed speed.
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///
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/// An InertialInterpolator is a version that uses inertia, it will accelerate from one state,
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/// and slow down when approaching the end state.
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/// InertialInterpolator can also advance to arbitrary point with AccelerateTo(value).
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/// It can also "emergency-stop" by calling StartBraking().
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///
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/// It doesn't matter if you call the functions repeatedly or once.
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///
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/// Make sure to have a maxSpeed parameter higher than 0, otherwise they won't move.
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///
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/// To initialize the struct correctly in inspector (with maxSpeed > 0) use:
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/// public Interpolator interpolator = Interpolator.Default();
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///
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/// ============================================================================
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///
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/// MIT License
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///
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/// Copyright(c) 2021 Ivan Notaroš
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///
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/// Permission is hereby granted, free of charge, to any person obtaining a copy
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/// of this software and associated documentation files (the "Software"), to deal
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/// in the Software without restriction, including without limitation the rights
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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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/// copies of the Software, and to permit persons to whom the Software is
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/// furnished to do so, subject to the following conditions:
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///
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/// The above copyright notice and this permission notice shall be included in all
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/// copies or substantial portions of the Software.
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///
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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/// SOFTWARE.
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///
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/// ============================================================================
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///
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UIElements;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace Nothke.Utils
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{
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public enum ProgressionState
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{
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AtStart,
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Progressing,
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AtEnd,
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Regressing
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};
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public interface IInterpolator
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{
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void Update(float dt);
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ProgressionState State { get; }
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/// <summary>
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/// Advance value towards 1.
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/// </summary>
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void Progress();
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/// <summary>
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/// Advance value towards 0.
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/// </summary>
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void Regress();
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void SetTo(float value);
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/// <summary>
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/// Toggle progression between progressing or regressing.
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/// </summary>
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void Toggle();
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}
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[System.Serializable]
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public struct Interpolator : IInterpolator
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{
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public float maxSpeed;
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[HideInInspector]
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public float progress, velocity;
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ProgressionState state;
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public ProgressionState State => state;
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//public bool ProgressingOrAtEnd => state == DeploymentState.Progressing || state == DeploymentState.AtEnd;
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public static Interpolator Default()
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{
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return new Interpolator()
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{
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maxSpeed = 1
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};
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}
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public void Progress()
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{
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velocity = maxSpeed;
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state = ProgressionState.Progressing;
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}
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public void Regress()
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{
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velocity = -maxSpeed;
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state = ProgressionState.Regressing;
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}
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public void Toggle()
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{
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if (state == ProgressionState.AtEnd || state == ProgressionState.Progressing)
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Regress();
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else
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Progress();
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}
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public void SetTo(float value)
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{
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value = Mathf.Clamp01(value);
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progress = value;
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velocity = 0;
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if (value == 1)
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state = ProgressionState.AtEnd;
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else if (value == 0)
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state = ProgressionState.AtStart;
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else
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state = ProgressionState.Progressing;
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}
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public void Update(float dt)
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{
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if (maxSpeed == 0)
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return;
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progress += velocity * dt;
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if (velocity < 0 && progress < 0)
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{
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progress = 0;
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if (state == ProgressionState.Regressing)
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{
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velocity = 0;
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state = ProgressionState.AtStart;
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}
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}
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else if (velocity > 0 && progress > 1)
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{
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progress = 1;
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if (state == ProgressionState.Progressing)
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{
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velocity = 0;
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state = ProgressionState.AtEnd;
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}
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}
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}
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}
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[System.Serializable]
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public struct InertialInterpolator : IInterpolator
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{
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public float maxSpeed;
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public float acceleration;
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public float brakingAcceleration;
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[HideInInspector] public float progress;
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[HideInInspector] public float velocity;
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[HideInInspector] public float accel;
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private ProgressionState state;
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[HideInInspector] public bool braking;
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private float endTarget;
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private float beginTarget;
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public ProgressionState State => state;
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public bool Stopped => velocity == 0;
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public static InertialInterpolator Default()
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{
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return new InertialInterpolator()
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{
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maxSpeed = 1f,
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acceleration = 1f,
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endTarget = 1f
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};
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}
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public void Toggle()
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{
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if (state == ProgressionState.AtEnd || state == ProgressionState.Progressing)
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Regress();
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else
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Progress();
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}
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private void ProgressTo(float to)
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{
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endTarget = to;
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accel = acceleration;
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state = ProgressionState.Progressing;
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braking = velocity < 0;
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if (braking)
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accel = brakingAcceleration > 0 ? brakingAcceleration : acceleration;
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}
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public void Progress()
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{
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ProgressTo(1);
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}
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private void RegressTo(float to)
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{
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beginTarget = to;
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accel = -acceleration;
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state = ProgressionState.Regressing;
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braking = velocity > 0;
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if (braking)
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accel = brakingAcceleration > 0 ? -brakingAcceleration : -acceleration;
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}
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public void Regress()
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{
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RegressTo(0);
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}
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/// <summary>
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/// Sets the target to start accelerating to. Note, the input should always be 0-1
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/// </summary>
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/// <param name="to"></param>
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public void AccelerateTo(float to)
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{
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if (progress < to)
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ProgressTo(to);
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else
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RegressTo(to);
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}
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/// <summary>
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/// The interpolator will start decelerating with brakingAcceleration eventually slowly coming to a stop,
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/// overriding any progression status.
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/// </summary>
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public void StartBraking()
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{
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if (braking)
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return;
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braking = true;
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switch (velocity)
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{
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case > 0:
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ProgressTo(Mathf.Min(progress + StoppingDistance(velocity, -brakingAcceleration), 1));
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return;
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case < 0:
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RegressTo(Mathf.Max(progress - -StoppingDistance(velocity, brakingAcceleration), 0));
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return;
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}
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}
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static float StoppingDistance(float curVelo, float accel)
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{
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return curVelo * curVelo / (2 * -accel);
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}
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public void Update(float dt)
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{
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if (maxSpeed == 0)
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Debug.Log("MaxSpeed of a Deployer is 0, there will be no movement. Please set it before using");
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// Limit velocity
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if (velocity < -maxSpeed)
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{
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accel = 0;
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velocity = -maxSpeed + Mathf.Epsilon;
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}
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else if (velocity > maxSpeed)
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{
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accel = 0;
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velocity = maxSpeed - Mathf.Epsilon;
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}
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if (brakingAcceleration > 0 && !braking)
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{
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// TODO: Handle the case where braking force is so big that it immediately reverses the direction
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// In that case we should skip braking state entirely
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if (velocity > 0 && state == ProgressionState.Progressing)
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{
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float stopDist = StoppingDistance(velocity, -brakingAcceleration);
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if (progress > endTarget - stopDist)
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{
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accel = -brakingAcceleration;
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braking = true;
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}
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}
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else if (velocity < 0 && state == ProgressionState.Regressing)
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{
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float stopDist = -StoppingDistance(velocity, brakingAcceleration);
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if (progress < beginTarget + stopDist)
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{
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accel = brakingAcceleration;
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braking = true;
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}
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}
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}
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if (braking)
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{
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if (accel < 0 && velocity < 0)
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{
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if (state == ProgressionState.Progressing)
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SetTo(endTarget);
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else
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{
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braking = false;
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accel = -acceleration;
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}
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}
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else if (accel > 0 && velocity > 0)
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{
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if (state == ProgressionState.Regressing)
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SetTo(beginTarget);
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else
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{
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braking = false;
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accel = acceleration;
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}
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}
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}
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velocity += accel * dt;
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progress += velocity * dt;
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// Clamp between 0-1
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if (velocity < 0 && progress < 0)
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{
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progress = 0;
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velocity = 0;
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if (state == ProgressionState.Regressing)
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SetTo(0);
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}
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else if (velocity > 0 && progress > 1)
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{
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progress = 1;
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velocity = 0;
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if (state == ProgressionState.Progressing)
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SetTo(1);
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}
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}
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public void SetTo(float value)
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{
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value = Mathf.Clamp01(value);
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progress = value;
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velocity = 0;
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accel = 0;
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braking = false;
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if (value == 1)
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state = ProgressionState.AtEnd;
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else if (value == 0)
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state = ProgressionState.AtStart;
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else
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state = ProgressionState.Progressing;
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}
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}
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}
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