using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class KasaiUtility { public static IEnumerator FadeCoroutine(CanvasGroup canvas, bool is_fadeout, float fade_time = 0.5f, Action end_action = null, bool auto_setting = true, bool liner_valiable = true) { float timer = 0f; if (auto_setting) { if (is_fadeout) { if (!canvas.gameObject.activeSelf) { yield break; } canvas.interactable = false; } else { canvas.gameObject.SetActive(true); } } for (;;) { timer += Time.deltaTime; if (liner_valiable) { canvas.alpha = ((!is_fadeout) ? Mathf.Clamp01(timer / fade_time) : (1f - Mathf.Clamp01(timer / fade_time))); } else { canvas.alpha = KasaiUtility.SinRate01(timer, fade_time, is_fadeout, false); } if (timer > fade_time) { break; } yield return null; } if (end_action != null) { end_action(); } if (auto_setting) { if (!is_fadeout) { canvas.interactable = true; } else { canvas.gameObject.SetActive(false); } } yield break; yield break; } public static IEnumerator FadeCoroutine(UIPanel ui_panel, bool is_fadeout, float fade_time = 0.5f, Action end_action = null, bool auto_setting = true, bool liner_valiable = true) { float timer = 0f; if (auto_setting) { if (is_fadeout) { if (!ui_panel.gameObject.activeSelf) { yield break; } } else { ui_panel.gameObject.SetActive(true); } } for (;;) { timer += Time.deltaTime; if (liner_valiable) { ui_panel.alpha = ((!is_fadeout) ? Mathf.Clamp01(timer / fade_time) : (1f - Mathf.Clamp01(timer / fade_time))); } else { ui_panel.alpha = KasaiUtility.SinRate01(timer, fade_time, is_fadeout, false); } if (timer > fade_time) { break; } yield return null; } if (end_action != null) { end_action(); } if (auto_setting && is_fadeout) { ui_panel.gameObject.SetActive(false); } yield break; yield break; } public static IEnumerator TimeCroutine(float time_rimmit, Action update_call, Action end_call = null) { float timer = 0f; for (;;) { timer += Time.deltaTime; if (update_call != null) { update_call(timer); } if (timer > time_rimmit) { break; } yield return null; } if (end_call != null) { end_call(); } yield break; yield break; } public static IEnumerator CharaLoadWait(Action end_call) { while (GameMain.Instance.CharacterMgr.IsBusy()) { yield return null; } yield return null; if (end_call != null) { end_call(); } yield break; } public static float SinRate01(float current_time, float total_time, bool is_reverse = false, bool allow_timeover = false) { float rate = (!allow_timeover) ? Mathf.Clamp01(current_time / total_time) : (current_time / total_time); return KasaiUtility.SinRate01(rate, is_reverse); } public static float SinRate01(float rate, bool is_reverse = false) { if (!is_reverse) { return Mathf.Sin(rate * 90f * 0.0174532924f); } return 1f - Mathf.Sin(rate * 90f * 0.0174532924f); } public static float CosRate11(float current_time, float total_time, bool is_abs = false, bool is_reverse = false, bool allow_timeover = false) { float num = (!allow_timeover) ? Mathf.Clamp01(current_time / total_time) : (current_time / total_time); if (is_abs) { if (is_reverse) { return 1f - Mathf.Abs(Mathf.Cos(num * 180f * 0.0174532924f)); } return Mathf.Abs(Mathf.Cos(num * 180f * 0.0174532924f)); } else { if (is_reverse) { return -Mathf.Cos(num * 180f * 0.0174532924f); } return Mathf.Cos(num * 180f * 0.0174532924f); } } public static float DistanceIgnoreY(Vector3 a, Vector3 b) { a.y = (b.y = 0f); return Vector3.Distance(a, b); } public static Vector2 AngleDirection(float angle) { Vector2 zero = Vector2.zero; zero.x = Mathf.Cos(angle * 0.0174532924f); zero.y = Mathf.Sin(angle * 0.0174532924f); return zero; } public static void CsvRead(string file_name, Action read_callback, int first_x = 0, int first_y = 1, Action not_exist_call = null) { if (file_name.IndexOf(".nei") < 0) { file_name += ".nei"; } if (!GameUty.FileSystem.IsExistentFile(file_name)) { if (not_exist_call != null) { not_exist_call(); return; } NDebug.Assert("表がありません。" + file_name, false); } using (AFileBase afileBase = GameUty.FileSystem.FileOpen(file_name)) { using (CsvParser csvParser = new CsvParser()) { bool condition = csvParser.Open(afileBase); NDebug.Assert(condition, file_name + "\nopen failed."); for (int i = first_y; i < csvParser.max_cell_y; i++) { if (csvParser.IsCellToExistData(0, i)) { for (int j = first_x; j < csvParser.max_cell_x; j++) { if (csvParser.IsCellToExistData(j, i)) { if (read_callback != null) { read_callback(csvParser, j, i); } } } } } } } } public static void CsvReadY(string file_name, Action read_callback, int first_y = 1, Action not_exist_call = null) { if (file_name.IndexOf(".nei") < 0) { file_name += ".nei"; } if (!GameUty.FileSystem.IsExistentFile(file_name)) { if (not_exist_call != null) { not_exist_call(); return; } NDebug.Assert("表がありません。" + file_name, false); } using (AFileBase afileBase = GameUty.FileSystem.FileOpen(file_name)) { using (CsvParser csvParser = new CsvParser()) { bool condition = csvParser.Open(afileBase); NDebug.Assert(condition, file_name + "\nopen failed."); for (int i = first_y; i < csvParser.max_cell_y; i++) { if (csvParser.IsCellToExistData(0, i)) { if (read_callback != null) { read_callback(csvParser, i); } } } } } } public static void CsvReadAll(string file_name, Action read_callback, Action not_exist_call = null) { if (file_name.IndexOf(".nei") < 0) { file_name += ".nei"; } if (!GameUty.FileSystem.IsExistentFile(file_name)) { if (not_exist_call != null) { not_exist_call(); return; } NDebug.Assert("表がありません。" + file_name, false); } using (AFileBase afileBase = GameUty.FileSystem.FileOpen(file_name)) { using (CsvParser csvParser = new CsvParser()) { bool condition = csvParser.Open(afileBase); NDebug.Assert(condition, file_name + "\nopen failed."); if (read_callback != null) { read_callback(csvParser); } } } } public static void DrawAxis(Vector3 pos, Quaternion rot, Color x_color, Color y_color, Color z_color, float line_length = 0.0625f) { Debug.DrawLine(pos, pos + rot * Vector3.right * line_length, x_color); Debug.DrawLine(pos, pos + rot * Vector3.up * line_length, y_color); Debug.DrawLine(pos, pos + rot * Vector3.forward * line_length, z_color); } public static void DrawAxis(Vector3 pos, Quaternion rot, float line_length = 0.0625f) { KasaiUtility.DrawAxis(pos, rot, Color.red, Color.green, Color.blue, line_length); } public static void DrawObjAxis(Transform obj_trans, Color x_color, Color y_color, Color z_color, float line_length = 0.0625f) { KasaiUtility.DrawAxis(obj_trans.position, obj_trans.rotation, x_color, y_color, z_color, line_length); } public static void DrawObjAxis(Transform obj_trans, float ray_length = 0.0625f) { KasaiUtility.DrawObjAxis(obj_trans, Color.red, Color.green, Color.blue, ray_length); } public static Vector3 Bezier(Vector3 p0, Vector3 p1, Vector3 c, float t) { Vector3 a = Vector3.Lerp(p0, c, t); Vector3 b = Vector3.Lerp(c, p1, t); return Vector3.Lerp(a, b, t); } public static Vector3 Hermite(Vector3 p0, Vector3 p1, Vector3 v0, Vector3 v1, float t) { Vector3 a = 2f * p0 + -2f * p1 + v0 + v1; Vector3 a2 = -3f * p0 + 3f * p1 + -2f * v0 - v1; float num = t * t; float d = num * t; return a * d + a2 * num + v0 * t + p0; } public static Vector3 Catmul(List point_list, float t) { if (point_list.Count == 0) { return Vector3.zero; } if (point_list.Count == 1) { return point_list[0]; } float num = (float)(point_list.Count - 1) * t; int num2 = Mathf.FloorToInt(num); float t2 = num - (float)num2; if (num2 >= point_list.Count - 1) { num2 = point_list.Count - 2; t2 = 1f; } Vector3 p = point_list[num2]; Vector3 p2 = point_list[num2 + 1]; Vector3 v = Vector3.zero; if (num2 > 0) { v = 0.5f * (point_list[num2 + 1] - point_list[num2 - 1]); } else { v = point_list[num2 + 1] - point_list[num2]; } Vector3 v2 = Vector3.zero; if (num2 < point_list.Count - 2) { v2 = 0.5f * (point_list[num2 + 2] - point_list[num2]); } else { v2 = point_list[num2 + 1] - point_list[num2]; } return KasaiUtility.Hermite(p, p2, v, v2, t2); } public static Vector3 Vec3Multiply(Vector3 a, Vector3 b) { Vector3 zero = Vector3.zero; zero.x = a.x * b.x; zero.y = a.y * b.y; zero.z = a.z * b.z; return zero; } public static Vector3 Vec3Parse(string str, char split_ch = ',') { string[] array = str.Split(new char[] { split_ch }); Vector3 zero = Vector3.zero; zero.x = float.Parse(array[0]); zero.y = float.Parse(array[1]); zero.z = float.Parse(array[2]); return zero; } public static Vector3 AngleRimmit360(Vector3 orijin_angle) { Func func = delegate(float angle) { if (Mathf.Abs(angle) > 360f) { if (angle < 0f) { angle += 360f; } else { angle -= 360f; } } return angle; }; orijin_angle.x = func(orijin_angle.x); orijin_angle.y = func(orijin_angle.y); orijin_angle.z = func(orijin_angle.z); return orijin_angle; } }