2021-01-30 07:51:13 +00:00
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using UnityEngine;
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public class Graph : MonoBehaviour
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{
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[SerializeField]
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Transform pointPrefab = default;
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2021-01-31 03:17:44 +00:00
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[SerializeField, Range(10, 200)]
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2021-01-30 07:51:13 +00:00
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int resolution = 10;
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[SerializeField]
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FunctionLibrary.FunctionName function = default;
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public enum TransitionMode { Normal, Cycle, Random }
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[SerializeField]
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TransitionMode transitionMode = TransitionMode.Normal;
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[SerializeField, Min(0.0f)]
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float functionDuration = 1.0f;
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[SerializeField, Min(0.0f)]
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float transitionDuration = 1.0f;
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Transform[] points;
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float duration = 0.0f;
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bool transitioning;
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FunctionLibrary.FunctionName transitionFunction;
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private void Awake()
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{
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var step = 2f / resolution;
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var scale = Vector3.one * step;
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points = new Transform[resolution * resolution];
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for (int i = 0; i < points.Length; i++)
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{
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Transform point = Instantiate(pointPrefab);
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point.localScale = scale;
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point.SetParent(transform, false);
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points[i] = point;
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}
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}
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private void Update()
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{
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duration += Time.deltaTime;
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if (transitioning)
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{
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if (duration >= transitionDuration)
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{
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duration -= transitionDuration;
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transitioning = false;
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}
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}
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else if (duration >= functionDuration)
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{
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duration -= functionDuration;
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transitioning = true;
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transitionFunction = function;
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PickNextFunction();
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}
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if (transitioning)
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{
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UpdateFunctionTransition();
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}
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else
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{
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UpdateFunction();
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}
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}
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private void PickNextFunction()
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{
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if (transitionMode == TransitionMode.Normal) return;
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function = transitionMode == TransitionMode.Cycle ?
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FunctionLibrary.GetNextFunctionName(function) :
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FunctionLibrary.GetRandomFunctionNameOtherThan(function);
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}
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private void UpdateFunction()
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{
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FunctionLibrary.Function f = FunctionLibrary.GetFunction(function);
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var time = Time.time;
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var step = 2.0f / resolution;
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var v = 0.5f * step - 1f;
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for (int i = 0, x = 0, z = 0; i < points.Length; i++, x++)
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{
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if (x == resolution)
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{
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x = 0;
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z += 1;
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v = (z + 0.5f) * step - 1f;
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}
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float u = (x + 0.5f) * step - 1f;
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points[i].localPosition = f(u, v, time);
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}
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}
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private void UpdateFunctionTransition()
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{
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FunctionLibrary.Function
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from = FunctionLibrary.GetFunction(transitionFunction),
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to = FunctionLibrary.GetFunction(function);
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float progress = duration / transitionDuration;
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float time = Time.time;
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float step = 2f / resolution;
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float v = 0.5f * step - 1f;
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for (int i = 0, x = 0, z = 0; i < points.Length; i++, x++)
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{
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if (x == resolution)
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{
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x = 0;
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z += 1;
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v = (z + 0.5f) * step - 1f;
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}
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float u = (x + 0.5f) * step - 1f;
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points[i].localPosition = FunctionLibrary.Morph(u, v, time, from, to, progress);
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}
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}
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}
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