Bouncing effect + music sync

This commit is contained in:
2024-09-04 21:48:22 +05:30
parent 493b027f3a
commit cd837472b9
4 changed files with 399 additions and 120 deletions

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@@ -0,0 +1,124 @@
using System;
namespace Kryz.Tweening
{
// Made with the help of this great post: https://joshondesign.com/2013/03/01/improvedEasingEquations
// --------------------------------- Other Related Links --------------------------------------------------------------------
// Original equations, bad formulation: https://github.com/danro/jquery-easing/blob/master/jquery.easing.js
// A few equations, very simplified: https://gist.github.com/gre/1650294
// Easings.net equations, simplified: https://github.com/ai/easings.net/blob/master/src/easings/easingsFunctions.ts
public static class EasingFunctions
{
public static float Linear(float t) => t;
public static float InQuad(float t) => t * t;
public static float OutQuad(float t) => 1 - InQuad(1 - t);
public static float InOutQuad(float t)
{
if (t < 0.5) return InQuad(t * 2) / 2;
return 1 - InQuad((1 - t) * 2) / 2;
}
public static float InCubic(float t) => t * t * t;
public static float OutCubic(float t) => 1 - InCubic(1 - t);
public static float InOutCubic(float t)
{
if (t < 0.5) return InCubic(t * 2) / 2;
return 1 - InCubic((1 - t) * 2) / 2;
}
public static float InQuart(float t) => t * t * t * t;
public static float OutQuart(float t) => 1 - InQuart(1 - t);
public static float InOutQuart(float t)
{
if (t < 0.5) return InQuart(t * 2) / 2;
return 1 - InQuart((1 - t) * 2) / 2;
}
public static float InQuint(float t) => t * t * t * t * t;
public static float OutQuint(float t) => 1 - InQuint(1 - t);
public static float InOutQuint(float t)
{
if (t < 0.5) return InQuint(t * 2) / 2;
return 1 - InQuint((1 - t) * 2) / 2;
}
public static float InSine(float t) => 1 - (float)Math.Cos(t * Math.PI / 2);
public static float OutSine(float t) => (float)Math.Sin(t * Math.PI / 2);
public static float InOutSine(float t) => (float)(Math.Cos(t * Math.PI) - 1) / -2;
public static float InExpo(float t) => (float)Math.Pow(2, 10 * (t - 1));
public static float OutExpo(float t) => 1 - InExpo(1 - t);
public static float InOutExpo(float t)
{
if (t < 0.5) return InExpo(t * 2) / 2;
return 1 - InExpo((1 - t) * 2) / 2;
}
public static float InCirc(float t) => -((float)Math.Sqrt(1 - t * t) - 1);
public static float OutCirc(float t) => 1 - InCirc(1 - t);
public static float InOutCirc(float t)
{
if (t < 0.5) return InCirc(t * 2) / 2;
return 1 - InCirc((1 - t) * 2) / 2;
}
public static float InElastic(float t) => 1 - OutElastic(1 - t);
public static float OutElastic(float t)
{
float p = 0.3f;
return (float)Math.Pow(2, -10 * t) * (float)Math.Sin((t - p / 4) * (2 * Math.PI) / p) + 1;
}
public static float InOutElastic(float t)
{
if (t < 0.5) return InElastic(t * 2) / 2;
return 1 - InElastic((1 - t) * 2) / 2;
}
public static float InBack(float t)
{
float s = 1.70158f;
return t * t * ((s + 1) * t - s);
}
public static float OutBack(float t) => 1 - InBack(1 - t);
public static float InOutBack(float t)
{
if (t < 0.5) return InBack(t * 2) / 2;
return 1 - InBack((1 - t) * 2) / 2;
}
public static float InBounce(float t) => 1 - OutBounce(1 - t);
public static float OutBounce(float t)
{
float div = 2.75f;
float mult = 7.5625f;
if (t < 1 / div)
{
return mult * t * t;
}
else if (t < 2 / div)
{
t -= 1.5f / div;
return mult * t * t + 0.75f;
}
else if (t < 2.5 / div)
{
t -= 2.25f / div;
return mult * t * t + 0.9375f;
}
else
{
t -= 2.625f / div;
return mult * t * t + 0.984375f;
}
}
public static float InOutBounce(float t)
{
if (t < 0.5) return InBounce(t * 2) / 2;
return 1 - InBounce((1 - t) * 2) / 2;
}
}
}

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@@ -0,0 +1,11 @@
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guid: 762943c0218e5804c878a0ed4c351836
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements.Experimental;
public class AlgorithmTest : MonoBehaviour
{
@@ -8,7 +9,8 @@ public class AlgorithmTest : MonoBehaviour
public LineRenderer line;
public Vector2 offsetMultipliers = Vector2.one;
public GameObject objectToMove; // The GameObject to move
public AudioSource source;
public float audioOffset = 0.05f;
private Vector3[] points;
@@ -16,20 +18,24 @@ public class AlgorithmTest : MonoBehaviour
Coroutine movingCoroutine;
void OnDrawGizmos(){
void OnDrawGizmos()
{
RegenerateLines();
if(MoveCmd){
if (MoveCmd)
{
MoveCmd = false;
if(movingCoroutine!= null){StopCoroutine(movingCoroutine);}
if (movingCoroutine != null) { StopCoroutine(movingCoroutine); }
movingCoroutine = StartCoroutine(MoveAlongPath());
}
}
void RegenerateLines(){
void RegenerateLines()
{
points = new Vector3[allHits.Count];
for (int i = 0; i < points.Length; i++) {
for (int i = 0; i < points.Length; i++)
{
points[i] = GetPosition(i);
}
@@ -37,35 +43,45 @@ public class AlgorithmTest : MonoBehaviour
line.SetPositions(points);
}
Vector3 GetPosition(int index) {
void Update(){
objectToMove.transform.position = GetPositionAtTime(source.time + audioOffset);
}
Vector3 GetPosition(int index)
{
float hitX = allHits[index];
float diff = 0;
float prevY = 0;
// Calculate diff and prevY if the index is greater than 0
if (index > 0) {
if (index > 0)
{
diff = allHits[index] - allHits[index - 1];
prevY = points[index - 1].y; // Use the already calculated point to avoid recursion
}
float flipSide = index % 2 == 0 ? 1 : -1;
float y = prevY + (flipSide * diff);
float y = prevY + (flipSide * diff * offsetMultipliers.y);
return new Vector3(hitX * offsetMultipliers.x, y, 0);
}
// Call this function to start moving the GameObject along the path
public void StartMovement() {
if (objectToMove != null && points != null && points.Length > 1) {
public void StartMovement()
{
if (objectToMove != null && points != null && points.Length > 1)
{
StartCoroutine(MoveAlongPath());
}
}
private IEnumerator MoveAlongPath() {
float timer=0;
while(timer < allHits[allHits.Count-1]){
timer +=Time.deltaTime;
private IEnumerator MoveAlongPath()
{
float timer = 0;
while (timer < allHits[allHits.Count - 1])
{
timer += Time.deltaTime;
yield return null;
objectToMove.transform.position = GetPositionAtTime(timer);
}
@@ -77,46 +93,42 @@ public class AlgorithmTest : MonoBehaviour
// yield return StartCoroutine(MoveFromTo(objectToMove, startPoint, endPoint, duration));
// }
}
private IEnumerator MoveFromTo(GameObject obj, Vector3 start, Vector3 end, float duration) {
float elapsedTime = 0;
while (elapsedTime < duration) {
obj.transform.position = Vector3.Lerp(start, end, elapsedTime / duration);
elapsedTime += Time.deltaTime;
yield return null;
public float bouncingIntensity = 0.5f;
public Vector3 GetPositionAtTime(float time)
{
if (points == null || points.Length < 2)
{
return Vector3.zero; // Return zero if points are not set up
}
obj.transform.position = end;
}
public Vector3 GetPositionAtTime(float time) {
if (points == null || points.Length < 2) {
return Vector3.zero; // Return zero if points are not set up
}
// If the time is before the first hit, return the first position
if (time <= allHits[0]) {
return points[0];
}
// If the time is after the last hit, return the last position
if (time >= allHits[allHits.Count - 1]) {
return points[points.Length - 1];
}
// Find the current segment based on the given time
for (int i = 0; i < allHits.Count - 1; i++) {
if (time >= allHits[i] && time < allHits[i + 1]) {
Vector3 startPoint = points[i];
Vector3 endPoint = points[i + 1];
float segmentDuration = allHits[i + 1] - allHits[i];
float t = (time - allHits[i]) / segmentDuration;
return Vector3.Lerp(startPoint, endPoint, t);
// If the time is before the first hit, return the first position
if (time <= allHits[0])
{
return points[0];
}
// If the time is after the last hit, return the last position
if (time >= allHits[allHits.Count - 1])
{
return points[points.Length - 1];
}
// Find the current segment based on the given time
for (int i = 0; i < allHits.Count - 1; i++)
{
if (time >= allHits[i] && time < allHits[i + 1])
{
Vector3 startPoint = points[i];
Vector3 endPoint = points[i + 1];
float segmentDuration = allHits[i + 1] - allHits[i];
float t = (time - allHits[i]) / segmentDuration;
return Vector3.Lerp(startPoint, endPoint, Mathf.Pow(t,bouncingIntensity));
}
}
return Vector3.zero; // Return zero if no valid segment is found (should not happen)
}
return Vector3.zero; // Return zero if no valid segment is found (should not happen)
}
}