/// <summary>
/// 由慢变快变慢
/// </summary>
/// <param name="start"></param>
/// <param name="end"></param>
/// <param name="value"></param>
/// <returns></returns>
public static float Hermite(float start, float end, float value)
{
return Mathf.Lerp(start, end, value * value * (3.0f - 2.0f * value));
}
public static Vector3 Hermite(Vector3 start, Vector3 end, float value)
{
return new Vector3(Hermite(start.x, end.x, value), Hermite(start.y, end.y, value), Hermite(start.z, end.z, value));
}
/// <summary>
/// 由快变慢
/// </summary>
/// <param name="start"></param>
/// <param name="end"></param>
/// <param name="value"></param>
/// <returns></returns>
public static float Sinerp(float start, float end, float value)
{
return Mathf.Lerp(start, end, Mathf.Sin(value * Mathf.PI * 0.5f));
}
public static Vector3 Sinerp(Vector3 start, Vector3 end, float value)
{
return new Vector3(Sinerp(start.x, end.x, value), Sinerp(start.y, end.y, value), Sinerp(start.z, end.z, value));
}
/// <summary>
/// 由慢变快
/// </summary>
/// <param name="start"></param>
/// <param name="end"></param>
/// <param name="value"></param>
/// <returns></returns>
public static float Coserp(float start, float end, float value)
{
return Mathf.Lerp(start, end, 1.0f - Mathf.Cos(value * Mathf.PI * 0.5f));
}
public static Vector3 Coserp(Vector3 start, Vector3 end, float value)
{
return new Vector3(Coserp(start.x, end.x, value), Coserp(start.y, end.y, value), Coserp(start.z, end.z, value));
}
/// <summary>
/// 回弹效果
/// </summary>
/// <param name="start"></param>
/// <param name="end"></param>
/// <param name="value"></param>
/// <returns></returns>
public static float Berp(float start, float end, float value)
{
value = Mathf.Clamp01(value);
value = (Mathf.Sin(value * Mathf.PI * (0.2f + 2.5f * value * value * value)) * Mathf.Pow(1f - value, 2.2f) + value) * (1f + (1.2f * (1f - value)));
return start + (end - start) * value;
}
以前处理缓动要么用iTween 要么用ngui的TweenPostion, 现在可以直接使用缓动方法了