devNotes 4-05-16 pcg utilities – quad spawning – tween – elastic

To Do:

  • Tango Import

  • 3 basic Behaviors Types – Enumerated – prefabs

  • Attractors – Repellers – Transitions – Tweens

  • Occupied By – Behavior Type – Duration of Occupation

  • Arrow on Cursor Pointing to next Target

  • Target Instancing

  • Target Collision

http://dotween.demigiant.com/documentation.php

http://www.motionscript.com/articles/bounce-and-overshoot.html

Screenshot-2014-11-27-16.22.22

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;
	}
});

 

fdsgsdfg

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);

 

 

 

spawn_Window