using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public static class Effects { private static HashSet activeShakes = new HashSet(); public static IEnumerator Wait(float duration) { for (float t = 0f; t < duration; t += Time.deltaTime) { yield return null; } yield break; } public static IEnumerator All(params IEnumerator[] items) { Stack[] enums = new Stack[items.Length]; for (int i = 0; i < items.Length; i++) { enums[i] = new Stack(); enums[i].Push(items[i]); } int num; for (int cap = 0; cap < 100000; cap = num) { bool flag = false; for (int j = 0; j < enums.Length; j++) { if (enums[j].Count > 0) { flag = true; IEnumerator enumerator = enums[j].Peek(); if (enumerator.MoveNext()) { if (enumerator.Current is IEnumerator) { enums[j].Push((IEnumerator)enumerator.Current); } } else { enums[j].Pop(); } } } if (!flag) { break; } yield return null; num = cap + 1; } yield break; } internal static IEnumerator ScaleIn(Transform self, float source, float target, float duration) { if (!self) { yield break; } Vector3 localScale = default(Vector3); for (float t = 0f; t < duration; t += Time.deltaTime) { localScale.x = (localScale.y = (localScale.z = Mathf.SmoothStep(source, target, t / duration))); self.localScale = localScale; yield return null; } localScale.z = target; localScale.y = target; localScale.x = target; self.localScale = localScale; yield break; } internal static IEnumerator CycleColors(SpriteRenderer self, Color source, Color target, float rate, float duration) { if (!self) { yield break; } self.enabled = true; for (float t = 0f; t < duration; t += Time.deltaTime) { float t2 = Mathf.Sin(t * 3.1415927f / rate) / 2f + 0.5f; self.color = Color.Lerp(source, target, t2); yield return null; } self.color = source; yield break; } internal static IEnumerator PulseColor(SpriteRenderer self, Color source, Color target, float duration = 0.5f) { if (!self) { yield break; } self.enabled = true; for (float t = 0f; t < duration; t += Time.deltaTime) { self.color = Color.Lerp(target, source, t / duration); yield return null; } self.color = source; yield break; } internal static IEnumerator PulseColor(TextRenderer self, Color source, Color target, float duration = 0.5f) { if (!self) { yield break; } for (float t = 0f; t < duration; t += Time.deltaTime) { self.Color = Color.Lerp(target, source, t / duration); yield return null; } self.Color = source; yield break; } public static IEnumerator ColorFade(SpriteRenderer self, Color source, Color target, float duration) { if (!self) { yield break; } self.enabled = true; for (float t = 0f; t < duration; t += Time.deltaTime) { self.color = Color.Lerp(source, target, t / duration); yield return null; } self.color = target; yield break; } public static IEnumerator Rotate2D(Transform target, float source, float dest, float duration = 0.75f) { Vector3 temp = target.localEulerAngles; for (float time = 0f; time < duration; time += Time.deltaTime) { float t = time / duration; temp.z = Mathf.SmoothStep(source, dest, t); target.localEulerAngles = temp; yield return null; } temp.z = dest; target.localEulerAngles = temp; yield break; } public static IEnumerator Slide2D(Transform target, Vector2 source, Vector2 dest, float duration = 0.75f) { Vector3 temp = default(Vector3); temp.z = target.localPosition.z; for (float time = 0f; time < duration; time += Time.deltaTime) { float t = time / duration; temp.x = Mathf.SmoothStep(source.x, dest.x, t); temp.y = Mathf.SmoothStep(source.y, dest.y, t); target.localPosition = temp; yield return null; } temp.x = dest.x; temp.y = dest.y; target.localPosition = temp; yield break; } public static IEnumerator Bounce(Transform target, float duration = 0.3f, float height = 0.15f) { if (!target) { yield break; } Vector3 origin = target.localPosition; Vector3 temp = origin; for (float timer = 0f; timer < duration; timer += Time.deltaTime) { float num = timer / duration; float num2 = 1f - num; temp.y = origin.y + height * Mathf.Abs(Mathf.Sin(num * 3.1415927f * 3f)) * num2; if (!target) { yield break; } target.localPosition = temp; yield return null; } if (target) { target.transform.localPosition = origin; } yield break; } public static IEnumerator Shake(Transform target, float duration = 0.75f, float halfWidth = 0.25f) { if (Effects.activeShakes.Add(target)) { Vector3 origin = target.localPosition; for (float timer = 0f; timer < duration; timer += Time.deltaTime) { float num = timer / duration; target.localPosition = origin + Vector3.right * (halfWidth * Mathf.Sin(num * 30f) * (1f - num)); yield return null; } target.transform.localPosition = origin; Effects.activeShakes.Remove(target); origin = default(Vector3); } yield break; } public static IEnumerator Bloop(float delay, Transform target, float duration = 0.5f) { for (float t = 0f; t < delay; t += Time.deltaTime) { yield return null; } Vector3 localScale = default(Vector3); for (float t = 0f; t < duration; t += Time.deltaTime) { float z = Effects.ElasticOut(t, duration); localScale.x = (localScale.y = (localScale.z = z)); target.localScale = localScale; yield return null; } localScale.x = (localScale.y = (localScale.z = 1f)); target.localScale = localScale; yield break; } private static float ElasticOut(float time, float duration) { time /= duration; float num = time * time; float num2 = num * time; return 33f * num2 * num + -106f * num * num + 126f * num2 + -67f * num + 15f * time; } }