From Measuring Performance
This commit is contained in:
66
Assets/Script/FrameRateCounter.cs
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66
Assets/Script/FrameRateCounter.cs
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using UnityEngine;
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using TMPro;
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public class FrameRateCounter : MonoBehaviour
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{
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[SerializeField]
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TextMeshProUGUI display = default;
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public enum DisplayMode { FPS, MS };
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[SerializeField]
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DisplayMode displayMode = DisplayMode.FPS;
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[SerializeField, Range(0.1f, 2.0f)]
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float sampleDuration = 1.0f;
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int frames;
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float duration;
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float bestDuration = float.MaxValue;
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float worstDuration = 0.0f;
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private void Update()
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{
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var frameDuration = Time.unscaledDeltaTime;
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frames++;
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duration += frameDuration;
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if (frameDuration < bestDuration)
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{
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bestDuration = frameDuration;
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}
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if (frameDuration > worstDuration)
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{
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worstDuration = frameDuration;
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}
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if (duration >= sampleDuration)
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{
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if (displayMode == DisplayMode.FPS)
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{
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display.SetText(
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"FPS\n{0:0}\n{1:0}\n{2:0}",
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1.0f / bestDuration,
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frames / duration,
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1.0f / worstDuration
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);
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}
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else
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{
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display.SetText(
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"FPS\n{0:1}\n{1:1}\n{2:1}",
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1000.0f * bestDuration,
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1000.0f * duration / frames,
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1000.0f * worstDuration
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);
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}
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frames = 0;
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duration = 0.0f;
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bestDuration = float.MaxValue;
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worstDuration = 0.0f;
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}
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}
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}
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11
Assets/Script/FrameRateCounter.cs.meta
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11
Assets/Script/FrameRateCounter.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: db0de69e270b20648a07ce8befb7b34d
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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92
Assets/Script/FunctionLibrary.cs
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92
Assets/Script/FunctionLibrary.cs
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using UnityEngine;
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using static UnityEngine.Mathf;
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public static class FunctionLibrary
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{
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public delegate Vector3 Function(float u, float v, float t);
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public enum FunctionName { Wave, MultiWave, Ripple, Sphere, Torus }
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private static Function[] functions = { Wave, MultiWave, Ripple, Sphere, Torus };
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public static Function GetFunction(FunctionName name)
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{
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return functions[(int)name];
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}
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public static FunctionName GetNextFunctionName(FunctionName name)
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{
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return (int)name < functions.Length - 1 ? name + 1 : 0;
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}
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public static FunctionName GetRandomFunctionName()
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{
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return (FunctionName)Random.Range(0, functions.Length);
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}
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public static FunctionName GetRandomFunctionNameOtherThan(FunctionName name)
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{
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var choice = (FunctionName)Random.Range(1, functions.Length);
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return choice == name ? 0 : choice;
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}
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public static Vector3 Wave(float u, float v, float t)
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{
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Vector3 p;
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p.x = u;
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p.y = Sin(PI * (u + v + t));
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p.z = v;
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return p;
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}
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public static Vector3 MultiWave(float u, float v, float t)
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{
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Vector3 p;
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p.x = u;
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p.y = Sin(PI * (u + 0.5f * t));
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p.y += 0.5f * Sin(2f * PI * (v + t));
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p.y += Sin(PI * (u + v + 0.25f * t));
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p.y *= 1f / 2.5f;
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p.z = v;
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return p;
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}
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public static Vector3 Ripple(float u, float v, float t)
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{
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var d = Sqrt(u * u + v * v);
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Vector3 p;
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p.x = u;
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p.y = Sin(PI * (4f * d - t));
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p.y /= 1f + 10f * d;
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p.z = v;
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return p;
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}
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public static Vector3 Sphere(float u, float v, float t)
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{
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float r = 0.9f + 0.1f * Sin(PI * (6f * u + 4f * v + t));
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float s = r * Cos(0.5f * PI * v);
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Vector3 p;
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p.x = s * Sin(PI * u);
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p.y = r * Sin(0.5f * PI * v);
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p.z = s * Cos(PI * u);
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return p;
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}
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public static Vector3 Torus(float u, float v, float t)
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{
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float r1 = 0.7f + 0.1f * Sin(PI * (6f * u + 0.5f * t));
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float r2 = 0.15f + 0.05f * Sin(PI * (8f * u + 4f * v + 2f * t));
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float s = r1 + r2 * Cos(PI * v);
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Vector3 p;
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p.x = s * Sin(PI * u);
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p.y = r2 * Sin(PI * v);
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p.z = s * Cos(PI * u);
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return p;
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}
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public static Vector3 Morph(float u, float v, float t, Function from, Function to, float progress)
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{
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return Vector3.LerpUnclamped(from(u, v, t), to(u, v, t), SmoothStep(0.0f, 1.0f, progress));
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}
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}
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11
Assets/Script/FunctionLibrary.cs.meta
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11
Assets/Script/FunctionLibrary.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: e5d4ebe0e863dfd49b58925b59880bf7
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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123
Assets/Script/Graph.cs
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123
Assets/Script/Graph.cs
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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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[SerializeField, Range(10, 100)]
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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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11
Assets/Script/Graph.cs.meta
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11
Assets/Script/Graph.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 14cd06bfa92d53e4ebc0cde4a0e39db8
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
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