To Do:
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Tango Import
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3 basic Behaviors Types – Enumerated – prefabs
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Attractors – Repellers – Transitions – Tweens
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Occupied By – Behavior Type – Duration of Occupation
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Arrow on Cursor Pointing to next Target
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Target Instancing
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Target Collision
http://dotween.demigiant.com/documentation.php
http://www.motionscript.com/articles/bounce-and-overshoot.html
https://github.com/jesusgollonet/ofpennereasing/blob/master/PennerEasing/Elastic.cpp
http://www.joshondesign.com/2013/03/01/improvedEasingEquations
easeOutElastic:function(x,t,b,c,d){ var s=1.70158; var p=0; var a=c; if(t==0)return b; if((t/=d)==1)return b+c;if(!p)p=d*.3; if(a<Math.abs(c)){ a=c; var s=p/4;} else var s=p/(2*Math.PI)*Math.asin(c/a); return a*Math.pow(2,-10*t)*Math.sin((t*d-s)*(2*Math.PI)/p)+c+b; },
function easeOutElastic(t) { var p = 0.3; return Math.pow(2,-10*t) * Math.sin((t-p/4)*(2*Math.PI)/p) + 1; }
jQuery.extend( jQuery.easing, { // t: current time, b: begInnIng value, c: change In value, d: duration def: 'easeOutQuad', swing: function (x, t, b, c, d) { //alert(jQuery.easing.default); return jQuery.easing[jQuery.easing.def](x, t, b, c, d); }, easeInQuad: function (x, t, b, c, d) { return c*(t/=d)*t + b; }, easeOutQuad: function (x, t, b, c, d) { return -c *(t/=d)*(t-2) + b; }, easeInOutQuad: function (x, t, b, c, d) { if ((t/=d/2) < 1) return c/2*t*t + b; return -c/2 * ((--t)*(t-2) - 1) + b; }, easeInCubic: function (x, t, b, c, d) { return c*(t/=d)*t*t + b; }, easeOutCubic: function (x, t, b, c, d) { return c*((t=t/d-1)*t*t + 1) + b; }, easeInOutCubic: function (x, t, b, c, d) { if ((t/=d/2) < 1) return c/2*t*t*t + b; return c/2*((t-=2)*t*t + 2) + b; }, easeInQuart: function (x, t, b, c, d) { return c*(t/=d)*t*t*t + b; }, easeOutQuart: function (x, t, b, c, d) { return -c * ((t=t/d-1)*t*t*t - 1) + b; }, easeInOutQuart: function (x, t, b, c, d) { if ((t/=d/2) < 1) return c/2*t*t*t*t + b; return -c/2 * ((t-=2)*t*t*t - 2) + b; }, easeInQuint: function (x, t, b, c, d) { return c*(t/=d)*t*t*t*t + b; }, easeOutQuint: function (x, t, b, c, d) { return c*((t=t/d-1)*t*t*t*t + 1) + b; }, easeInOutQuint: function (x, t, b, c, d) { if ((t/=d/2) < 1) return c/2*t*t*t*t*t + b; return c/2*((t-=2)*t*t*t*t + 2) + b; }, easeInSine: function (x, t, b, c, d) { return -c * Math.cos(t/d * (Math.PI/2)) + c + b; }, easeOutSine: function (x, t, b, c, d) { return c * Math.sin(t/d * (Math.PI/2)) + b; }, easeInOutSine: function (x, t, b, c, d) { return -c/2 * (Math.cos(Math.PI*t/d) - 1) + b; }, easeInExpo: function (x, t, b, c, d) { return (t==0) ? b : c * Math.pow(2, 10 * (t/d - 1)) + b; }, easeOutExpo: function (x, t, b, c, d) { return (t==d) ? b+c : c * (-Math.pow(2, -10 * t/d) + 1) + b; }, easeInOutExpo: function (x, t, b, c, d) { if (t==0) return b; if (t==d) return b+c; if ((t/=d/2) < 1) return c/2 * Math.pow(2, 10 * (t - 1)) + b; return c/2 * (-Math.pow(2, -10 * --t) + 2) + b; }, easeInCirc: function (x, t, b, c, d) { return -c * (Math.sqrt(1 - (t/=d)*t) - 1) + b; }, easeOutCirc: function (x, t, b, c, d) { return c * Math.sqrt(1 - (t=t/d-1)*t) + b; }, easeInOutCirc: function (x, t, b, c, d) { if ((t/=d/2) < 1) return -c/2 * (Math.sqrt(1 - t*t) - 1) + b; return c/2 * (Math.sqrt(1 - (t-=2)*t) + 1) + b; }, easeInElastic: function (x, t, b, c, d) { var s=1.70158;var p=0;var a=c; if (t==0) return b; if ((t/=d)==1) return b+c; if (!p) p=d*.3; if (a < Math.abs(c)) { a=c; var s=p/4; } else var s = p/(2*Math.PI) * Math.asin (c/a); return -(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b; }, easeOutElastic: function (x, t, b, c, d) { var s=1.70158;var p=0;var a=c; if (t==0) return b; if ((t/=d)==1) return b+c; if (!p) p=d*.3; if (a < Math.abs(c)) { a=c; var s=p/4; } else var s = p/(2*Math.PI) * Math.asin (c/a); return a*Math.pow(2,-10*t) * Math.sin( (t*d-s)*(2*Math.PI)/p ) + c + b; }, easeInOutElastic: function (x, t, b, c, d) { var s=1.70158;var p=0;var a=c; if (t==0) return b; if ((t/=d/2)==2) return b+c; if (!p) p=d*(.3*1.5); if (a < Math.abs(c)) { a=c; var s=p/4; } else var s = p/(2*Math.PI) * Math.asin (c/a); if (t < 1) return -.5*(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b; return a*Math.pow(2,-10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )*.5 + c + b; }, easeInBack: function (x, t, b, c, d, s) { if (s == undefined) s = 1.70158; return c*(t/=d)*t*((s+1)*t - s) + b; }, easeOutBack: function (x, t, b, c, d, s) { if (s == undefined) s = 1.70158; return c*((t=t/d-1)*t*((s+1)*t + s) + 1) + b; }, easeInOutBack: function (x, t, b, c, d, s) { if (s == undefined) s = 1.70158; if ((t/=d/2) < 1) return c/2*(t*t*(((s*=(1.525))+1)*t - s)) + b; return c/2*((t-=2)*t*(((s*=(1.525))+1)*t + s) + 2) + b; }, easeInBounce: function (x, t, b, c, d) { return c - jQuery.easing.easeOutBounce (x, d-t, 0, c, d) + b; }, easeOutBounce: function (x, t, b, c, d) { if ((t/=d) < (1/2.75)) { return c*(7.5625*t*t) + b; } else if (t < (2/2.75)) { return c*(7.5625*(t-=(1.5/2.75))*t + .75) + b; } else if (t < (2.5/2.75)) { return c*(7.5625*(t-=(2.25/2.75))*t + .9375) + b; } else { return c*(7.5625*(t-=(2.625/2.75))*t + .984375) + b; } }, easeInOutBounce: function (x, t, b, c, d) { if (t < d/2) return jQuery.easing.easeInBounce (x, t*2, 0, c, d) * .5 + b; return jQuery.easing.easeOutBounce (x, t*2-d, 0, c, d) * .5 + c*.5 + b; } });
using UnityEngine; using System.Collections; using System.Collections.Generic; public class ArgosHexLighter : MonoBehaviour { ArgSphereUtility asu; public GameObject hexPrefab; public GameObject quadPrefab; GameObject ArgosSphere; ArgosSphere_Indexing asi; public Color quadColor; void Start () { asu = GetComponent<ArgSphereUtility>(); asu.init(); ArgosSphere = GameObject.Find("Argos_Sphere"); asi = ArgosSphere.GetComponent<ArgosSphere_Indexing>(); } Color getRandColor() { Color col; col.r = 0.4f + Random.Range(0.0f, 0.6f); col.g = 0.5f + Random.Range(0.0f, 0.5f); col.b = 0.1f + Random.Range(0.0f, 0.9f); col.a = 0.8f + Random.Range(0.0f, 0.2f); return col; } float accumTime = 0.0f; bool drawn = false; float numSpawned = 0; int quadIdx = 1536; void Update () { accumTime += Time.deltaTime; Color col; if (accumTime>1.0f && !drawn) { //HEX Quads //Draw 3 sets until done - (50 times ~ 1 second) for (int i = 0; i < 3; i++) { int centerIdx = 4096 + Random.Range(-2048, 2048); asu.lightHexDuration(centerIdx, hexPrefab, getRandColor(), 4.0f + Random.Range(0f,2.5f)); col = getRandColor(); for(int j = 0; j<6; j++) { asu.lightHexDuration(asi.HexQuads[centerIdx].neighborLoc[j], hexPrefab, col, 8.0f + Random.Range(0f, .25f)); } } if (++numSpawned > 150) { drawn = true; } } //Quad Quads for (int i = 0; i < 2; i++) { asu.lightQuadDuration(quadIdx, quadPrefab, quadColor, 1.0f); if (++quadIdx > 2560) quadIdx = 1536; } if (drawn && accumTime > 14.0f) { drawn = false; accumTime = 0.0f; numSpawned = 0; } } }
using UnityEngine; using System.Collections; using System.Collections.Generic; using ProceduralToolkit; public class ArgSphereUtility : MonoBehaviour { GameObject argosSphere; ArgosSphere_Indexing asi; public class AqHold { public GameObject go; public MeshDraft md; public MeshFilter mf; public Mesh mesh; public float lifeTime; public bool isTimed = false; public int id; } public List<AqHold> aQuads = new List<AqHold>(); void Update() { for(int i = 0; i<aQuads.Count; i++) { if (aQuads[i].isTimed) { aQuads[i].lifeTime -= Time.deltaTime; if (aQuads[i].lifeTime < 0.0f) { GameObject.Destroy(aQuads[i].go); aQuads.RemoveAt(i); i--; } } } } public void init() { argosSphere = GameObject.Find("Argos_Sphere"); asi = argosSphere.GetComponent<ArgosSphere_Indexing>(); } public void initAqHold(AqHold aq) { MeshFilter mf = aq.go.GetComponent<MeshFilter>(); if (mf.mesh == null) mf.mesh = new Mesh(); aq.mesh = mf.mesh; aq.md = new MeshDraft(); } public void lightHex(int hHaddress, GameObject hexPrefab) { GameObject aQuad = Instantiate(hexPrefab); aQuad.transform.SetParent(argosSphere.transform); aQuad.transform.position = argosSphere.transform.position; AqHold aQuadHold = new AqHold(); aQuadHold.go = aQuad; initAqHold(aQuadHold); aQuadHold.md.Copy_MeshDraft(asi.HexQuads[hHaddress].mdH); aQuadHold.md.Rotate(argosSphere.transform.rotation); aQuadHold.go.GetComponent<MeshFilter>().mesh = aQuadHold.md.ToMesh(); aQuads.Add(aQuadHold); } public void lightHex(int hHaddress, GameObject hexPrefab, Color col) { GameObject aQuad = Instantiate(hexPrefab); aQuad.transform.SetParent(argosSphere.transform); aQuad.transform.position = argosSphere.transform.position; AqHold aQuadHold = new AqHold(); aQuadHold.go = aQuad; initAqHold(aQuadHold); aQuadHold.md.Copy_MeshDraft(asi.HexQuads[hHaddress].mdH); aQuadHold.md.Rotate(argosSphere.transform.rotation); aQuadHold.md.Paint(col); aQuadHold.go.GetComponent<MeshFilter>().mesh = aQuadHold.md.ToMesh(); aQuads.Add(aQuadHold); } public void lightHexDuration(int hHaddress, GameObject hexPrefab, Color col, float duration) { GameObject aQuad = Instantiate(hexPrefab); aQuad.transform.SetParent(argosSphere.transform); aQuad.transform.position = argosSphere.transform.position; AqHold aQuadHold = new AqHold(); aQuadHold.go = aQuad; initAqHold(aQuadHold); aQuadHold.md.Copy_MeshDraft(asi.HexQuads[hHaddress].mdH); aQuadHold.md.Rotate(argosSphere.transform.rotation); aQuadHold.md.Paint(col); aQuadHold.go.GetComponent<MeshFilter>().mesh = aQuadHold.md.ToMesh(); aQuadHold.lifeTime = duration; aQuadHold.isTimed = true; aQuads.Add(aQuadHold); } public void lightQuadDuration(int LLAdress, GameObject quadPrefab, Color col, float duration) { GameObject aQuad = Instantiate(quadPrefab); aQuad.transform.SetParent(argosSphere.transform); aQuad.transform.position = argosSphere.transform.position; AqHold aQuadHold = new AqHold(); aQuadHold.go = aQuad; initAqHold(aQuadHold); aQuadHold.md.Copy_MeshDraft(asi.LLQuads[LLAdress].mdQuad); aQuadHold.md.Rotate(argosSphere.transform.rotation); aQuadHold.md.Paint(col); aQuadHold.go.GetComponent<MeshFilter>().mesh = aQuadHold.md.ToMesh(); aQuadHold.lifeTime = duration; aQuadHold.isTimed = true; aQuads.Add(aQuadHold); } }
Add: Argos Utilities Class
Include:
void LightHex(int hAddress, Color col); void LightHex(int hAddress, Color col, float duration);