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);



