using UnityEngine; namespace Fie.Utility { public class Wiggler { public enum WiggleTemplate { WIGGLE_TYPE_MINIMUM, WIGGLE_TYPE_SMALL, WIGGLE_TYPE_MIDDLE, WIGGLE_TYPE_BIG } private const float MIN_RANDOM_SHAKE_ANGLE_RANGE = 120f; private const float MAX_RANDOM_SHAKE_ANGLE_RANGE = 240f; private float nowAngle; private float nowTime; private float totalTime; private float wiggleSegmentTime; private int totalWiggleCount = 1; private int nowWiggleCount; private Vector3 wiggleScale = Vector3.zero; private Vector3 wiggleNormal = Vector3.zero; private Vector3 nowWigglePoint = Vector3.zero; private Vector3 nextWigglePoint = Vector3.zero; public bool isEnd => nowWiggleCount >= totalWiggleCount; public Wiggler(Vector3 normal, float initTotalTime, int initWiggleCount, Vector3 initWiggleScale) { totalTime = Mathf.Max(initTotalTime, 0f); totalWiggleCount = Mathf.Max(initWiggleCount, 1); wiggleScale = initWiggleScale; wiggleNormal = normal.normalized; InitializeGeneralParams(); } public Wiggler(Vector3 normal, WiggleTemplate template) { float num = 0f; int num2 = 1; Vector3 zero = Vector3.zero; switch (template) { default: num = 0.15f; num2 = 4; zero = new Vector3(0.015f, 0.015f); break; case WiggleTemplate.WIGGLE_TYPE_SMALL: num = 0.2f; num2 = 5; zero = new Vector3(0.03f, 0.03f); break; case WiggleTemplate.WIGGLE_TYPE_MIDDLE: num = 0.3f; num2 = 7; zero = new Vector3(0.1f, 0.1f); break; case WiggleTemplate.WIGGLE_TYPE_BIG: num = 0.5f; num2 = 10; zero = new Vector3(0.1f, 0.1f); break; } totalTime = Mathf.Max(num, 0f); totalWiggleCount = Mathf.Max(num2, 1); wiggleScale = zero; wiggleNormal = normal.normalized; InitializeGeneralParams(); } public Vector3 UpdateWiggler(float updateTime) { if (nowTime >= totalTime) { return Vector3.zero; } Vector3 result = (!(wiggleSegmentTime > 0f)) ? Vector3.zero : Vector3.Lerp(nowWigglePoint, nextWigglePoint, Mathf.Min(nowTime / wiggleSegmentTime, 1f)); nowTime += updateTime; if (nowTime > wiggleSegmentTime && nowWiggleCount < totalWiggleCount) { nowWiggleCount++; SetNextWigglePoint(nowWiggleCount); nowTime = 0f; } return result; } private void InitializeGeneralParams() { nowTime = 0f; wiggleSegmentTime = totalTime / (float)totalWiggleCount; nowWiggleCount = 0; SetNextWigglePoint(nowWiggleCount); } private void SetNextWigglePoint(int count) { nowWigglePoint = new Vector3(nextWigglePoint.x, nextWigglePoint.y); float num = ((float)totalWiggleCount - (float)count) / (float)totalWiggleCount; float angle = nowAngle + Random.Range(120f, 240f); Quaternion rotation = Quaternion.AngleAxis(angle, wiggleNormal); Vector3 vector = rotation * Vector3.up; vector.Normalize(); nextWigglePoint = new Vector3(wiggleScale.x * (vector.x * num), wiggleScale.y * (vector.y * num)); nowAngle = angle; } } }