Reputation: 12635
Notice the two extensions, one for float, one for Vector3.
Notice there's only a slight difference in the var(
call.
In c# could these be written as one as a generic??
The essence of my question is:
within a generic, can you branch on the nature of the type?
public static IEnumerator Tweeng( this float duration,
System.Action<float> vary, float aa, float zz )
{
float sT = Time.time;
float eT = sT + duration;
while (Time.time < eT)
{
float t = (Time.time-sT)/duration;
vary( Mathf.SmoothStep(aa,zz, t) ); // slight difference here
yield return null;
}
vary(zz);
}
public static IEnumerator Tweeng( this float duration,
System.Action<Vector3> vary, Vector3 aa, Vector3 zz )
{
float sT = Time.time;
float eT = sT + duration;
while (Time.time < eT)
{
float t = (Time.time-sT)/duration;
vary( Vector3.Lerp(aa,zz, t) ); // slight difference here
yield return null;
}
vary(zz);
}
(BTW for any c# gurus reading, the code example is in Unity, where you access the frame system in a coroutine.)
For any Unity devs reading, examples of how you call Tweeng
// tweeng z to 20 degrees in .12 seconds
StartCoroutine(.12f.Tweeng( (t)=>transform.Eulers(0f,0f,t), 0f,20f) );
// fade in alpha in .75 seconds
StartCoroutine(.75f.Tweeng( (u)=>{c.a=u;s.color=c;}, 0f,1f) );
(If you're new to Unity and not familiar with the basic concept of extensions, here's an intro.)
Upvotes: 4
Views: 1099
Reputation: 596
I liked the Tweeng thing, but why extend float if the Coroutine can only be used on MonoBehaviours? You should do the extensions for MonoBehaviour so, for example I did a extension to do Interpolation:
public static void _Interpolate(this MonoBehaviour monoBehaviour, float duration,
Action<float, bool> callback, float from, float to, Interpolator interpolator)
{
monoBehaviour.StartCoroutine(ExecuteInterpolation(interpolator, duration, callback, from, to));
}
So I just Started a Coroutine inside the extension:
private static IEnumerator ExecuteInterpolation(Interpolator interpolator, float duration,
Action<float, bool> callback, float from, float to)
{
float sT = Time.time;
float eT = sT + duration;
bool hasFinished = false;
while (Time.time < eT)
{
float t = (Time.time - sT) / duration;
// ----> my logic here with callback(to, false)
yield return null;
}
hasFinished = true;
callback(to, hasFinished);
}
Note that I have a boolean to say that the interpolation finished, this happens because is not best practice to rely on float comparison to check end of a flow, if it rounds for the max result the result before the last we are going to have the call back for the last interaction called twice.
Upvotes: 0
Reputation: 726589
You can do it if you make an extra Func<T,T>
that performs transformation before calling the var
action (which you should rename, because var
is a C# keyword).
Here is one approach that you could take:
public static IEnumerator Tweeng<T>(
this float duration
, System.Action<T> varAction
, T aa
, T zz
) {
Func<T,T,float,T> transform = MakeTransform<T>();
float sT = Time.time;
float eT = sT + duration;
while (Time.time < eT) {
float t = (Time.time-sT)/duration;
varAction(transform(aa, zz, t));
yield return null;
}
varAction(zz);
}
private static Func<T,T,float,T> MakeTransform<T>() {
if (typeof(T) == typeof(float)) {
Func<float, float, float, float> f = Mathf.SmoothStep;
return (Func<T,T,float,T>)(Delegate)f;
}
if (typeof(T) == typeof(Vector3)) {
Func<Vector3, Vector3, float, Vector3> f = Vector3.Lerp;
return (Func<T,T,float,T>)(Delegate)f;
}
throw new ArgumentException("Unexpected type "+typeof(T));
}
It can even be done inline:
public static IEnumerator DasTweeng<T>( this float duration, System.Action<T> vary, T aa, T zz )
{
float sT = Time.time;
float eT = sT + duration;
Func<T,T,float,T> step;
if (typeof(T) == typeof(float))
step = (Func<T,T,float,T>)(Delegate)(Func<float, float, float, float>)Mathf.SmoothStep;
else if (typeof(T) == typeof(Vector3))
step = (Func<T,T,float,T>)(Delegate)(Func<Vector3, Vector3, float, Vector3>)Vector3.Lerp;
else
throw new ArgumentException("Unexpected type "+typeof(T));
while (Time.time < eT)
{
float t = (Time.time-sT)/duration;
vary( step(aa,zz, t) );
yield return null;
}
vary(zz);
}
Perhaps a more natural idiom is
Delegate d;
if (typeof(T) == typeof(float))
d = (Func<float, float, float, float>)Mathf.SmoothStep;
else if (typeof(T) == typeof(Vector3))
d = (Func<Vector3, Vector3, float, Vector3>)Vector3.Lerp;
else
throw new ArgumentException("Unexpected type "+typeof(T));
Func<T,T,float,T> step = (Func<T,T,float,T>)d;
Upvotes: 3
Reputation: 27357
You can define your method as follows:
public static IEnumerator Tweeng<T>(this float duration,
System.Action<T> var, T aa, T zz, Func<T,T,float,T> thing)
{
float sT = Time.time;
float eT = sT + duration;
while (Time.time < eT)
{
float t = (Time.time - sT) / duration;
var(thing(aa, zz, t));
yield return null;
}
var(zz);
}
And then using it:
float a = 5;
float b = 0;
float c = 0;
a.Tweeng(q => {}, b, c, Mathf.SmoothStep);
Or:
float a = 0;
Vector3 b = null;
Vector3 c = null;
a.Tweeng(q => {}, b, c, Vector3.Lerp);
Alternatively, if you want to get rid of the method passing, you can have simple overloads to handle it:
public static IEnumerator Tweeng(this float duration, System.Action<float> var, float aa, float zz)
{
return Tweeng(duration, var, aa, zz, Mathf.SmoothStep);
}
public static IEnumerator Tweeng(this float duration, System.Action<Vector3> var, Vector3 aa, Vector3 zz)
{
return Tweeng(duration, var, aa, zz, Vector3.Lerp);
}
private static IEnumerator Tweeng<T>(this float duration,
System.Action<T> var, T aa, T zz, Func<T,T,float,T> thing)
{
float sT = Time.time;
float eT = sT + duration;
while (Time.time < eT)
{
float t = (Time.time - sT) / duration;
var(thing(aa, zz, t));
yield return null;
}
var(zz);
}
And then using it:
float a = 5;
float b = 0;
float c = 0;
a.Tweeng(q => {}, b, c);
Or:
float a = 0;
Vector3 b = null;
Vector3 c = null;
a.Tweeng(q => {}, b, c);
public class Mathf { public static float SmoothStep(float aa, float zz, float t) => 0; }
public class Time { public static float time => DateTime.Now.Ticks; }
public class Vector3 { public static Vector3 Lerp(Vector3 aa, Vector3 zz, float t) => null; }
Upvotes: 3