I'm a newbie Unity programmer, plus I've not studied your code, so take this
suggestion in that context. The idea is that instead of being limited to the
ease types you implemented, the ease could be calculated by a method supplied
by the programmer.
A few years back I implemented some code that took curves similar to your
easing curves as input. By definition my mapping method took values in the
range of 0.0-1.0 inclusive and returned values in the same range. For iTween,
the mapping function would be given the fraction of the total time elapsed and
return the fraction of the total distance where the object would be placed on
the path.
This feature would enable a wide range of possible motions. Studder stepping
for example. Or a bird swooping (without using physics). Or a marble rolling
back and forth on a half pipe finally coming to rest in the middle. Or...
Take a look here: http://www.robertbunney.com/CurveMap.html
This is a table of the curves I implemented and a table of how various
parameters would distort the curves. Imagine the motion of objects given these
curves as input.
== Rob ==
Original issue reported on code.google.com by robert.k...@gmail.com on 5 Aug 2011 at 7:18
Original issue reported on code.google.com by
robert.k...@gmail.com
on 5 Aug 2011 at 7:18