Files
2026-09-21 12:15:57 +03:00

40 lines
1.8 KiB
C#

using Unity.Jobs;
using UnityEngine;
using LitMotion;
using LitMotion.Adapters;
[assembly: RegisterGenericJobType(typeof(MotionUpdateJob<float, PunchOptions, FloatPunchMotionAdapter>))]
[assembly: RegisterGenericJobType(typeof(MotionUpdateJob<Vector2, PunchOptions, Vector2PunchMotionAdapter>))]
[assembly: RegisterGenericJobType(typeof(MotionUpdateJob<Vector3, PunchOptions, Vector3PunchMotionAdapter>))]
namespace LitMotion.Adapters
{
// Note: Punch motion uses startValue as offset and endValue as vibration strength.
public readonly struct FloatPunchMotionAdapter : IMotionAdapter<float, PunchOptions>
{
public float Evaluate(ref float startValue, ref float endValue, ref PunchOptions options, in MotionEvaluationContext context)
{
VibrationHelper.EvaluateStrength(endValue, options.Frequency, options.DampingRatio, context.Progress, out var result);
return startValue + result;
}
}
public readonly struct Vector2PunchMotionAdapter : IMotionAdapter<Vector2, PunchOptions>
{
public Vector2 Evaluate(ref Vector2 startValue, ref Vector2 endValue, ref PunchOptions options, in MotionEvaluationContext context)
{
VibrationHelper.EvaluateStrength(endValue, options.Frequency, options.DampingRatio, context.Progress, out var result);
return startValue + result;
}
}
public readonly struct Vector3PunchMotionAdapter : IMotionAdapter<Vector3, PunchOptions>
{
public Vector3 Evaluate(ref Vector3 startValue, ref Vector3 endValue, ref PunchOptions options, in MotionEvaluationContext context)
{
VibrationHelper.EvaluateStrength(endValue, options.Frequency, options.DampingRatio, context.Progress, out var result);
return startValue + result;
}
}
}