2019-10-27 14:46:25 +00:00
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using System;
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2019-10-30 10:05:03 +00:00
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using System.Timers;
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2019-10-27 14:46:25 +00:00
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using UnityEngine;
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using UnityEngine.Events;
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[Serializable]
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public class UnitySmoothEvent : UnityEvent<float>
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{}
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public class Smoother : MonoBehaviour
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{
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2019-10-30 10:05:03 +00:00
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[SerializeField, Range(1f, 10f)] private float attackSmooth = 1f;
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[SerializeField, Range(1f, 10f)] private float releaseSmooth = 1f;
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2019-10-27 14:46:25 +00:00
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2019-10-30 10:05:03 +00:00
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[SerializeField] private UnitySmoothEvent onSmoothProcessed;
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2019-10-27 14:46:25 +00:00
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2019-10-30 10:05:03 +00:00
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private float input_;
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private float previous_;
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2019-10-27 14:46:25 +00:00
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2019-10-30 10:05:03 +00:00
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public void OnValueChanged(float value)
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2019-10-27 14:46:25 +00:00
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{
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2019-10-30 10:05:03 +00:00
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input_ = value;
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2019-10-27 14:46:25 +00:00
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}
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2019-10-30 10:05:03 +00:00
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private void Update()
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2019-10-27 14:46:25 +00:00
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{
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2019-10-30 10:05:03 +00:00
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var distance = input_ - previous_;
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previous_ += distance > 0f? (1f/attackSmooth) * distance : (1f/releaseSmooth) * distance;
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onSmoothProcessed.Invoke(previous_);
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2019-10-27 14:46:25 +00:00
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}
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2019-10-30 10:05:03 +00:00
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}
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