48 lines
1.6 KiB
C#
48 lines
1.6 KiB
C#
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namespace Fusion.Addons.KCC
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{
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using UnityEngine;
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public sealed class SmoothVector2 : SmoothValue<Vector2>
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{
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// CONSTRUCTORS
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public SmoothVector2(int records) : base(records)
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{
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}
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// PUBLIC METHODS
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public void FilterValues(bool positiveX, bool negativeX, bool positiveY, bool negativeY)
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{
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SmoothItem<Vector2>[] items = Items;
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SmoothItem<Vector2> item;
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if (positiveX == true) { for (int i = 0, count = items.Length; i < count; ++i) { item = items[i]; if (item.Value.x > 0.0f) { item.Value.x = 0.0f; } } }
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if (negativeX == true) { for (int i = 0, count = items.Length; i < count; ++i) { item = items[i]; if (item.Value.x < 0.0f) { item.Value.x = 0.0f; } } }
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if (positiveY == true) { for (int i = 0, count = items.Length; i < count; ++i) { item = items[i]; if (item.Value.y > 0.0f) { item.Value.y = 0.0f; } } }
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if (negativeY == true) { for (int i = 0, count = items.Length; i < count; ++i) { item = items[i]; if (item.Value.y < 0.0f) { item.Value.y = 0.0f; } } }
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}
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// SmoothValue INTERFACE
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protected override Vector2 GetDefaultValue()
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{
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return Vector2.zero;
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}
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protected override Vector2 AccumulateValue(Vector2 accumulatedValue, Vector2 value, double scale)
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{
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accumulatedValue.x = (float)(accumulatedValue.x + value.x * scale);
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accumulatedValue.y = (float)(accumulatedValue.y + value.y * scale);
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return accumulatedValue;
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}
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protected override Vector2 GetSmoothValue(Vector2 accumulatedValue, double scale)
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{
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accumulatedValue.x = (float)(accumulatedValue.x * scale);
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accumulatedValue.y = (float)(accumulatedValue.y * scale);
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return accumulatedValue;
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}
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}
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}
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