UrMotion
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Flexible motion engine for non time-based animation in Unity.
A flexible motion engine for non time-based animation in Unity
UrMotion (Your motion) is a brand new simple & flexible motion engine for Unity. It enables you to create non time-based complex animations on your script easy and fast.
To start using UrMotion, copy Assets/UrMotion directoy to your project and write using UrMotion; in your code.
using UnityEngine;
using System.Collections;
using UrMotion;
Examples
Simply uniform move
g.MotionX().Velocity(3f);

Simply uniform move (Moving Y)
g.MotionY().Velocity(3f);

Simply uniform move (Moving X & Y)
g.MotionP().Velocity(new Vector2(3f, 2f));

Accel move
g.MotionX().Accel(0.3f);

Accel move with initial speed
g.MotionX().Velocity(1f).Accel(0.3f);

g.MotionX().Velocity(-6f).Accel(0.3f);

Accel by ratio
g.MotionX().AccelByRatio(10f, 0.9f);

Sin move
g.MotionX().Sin(83f, 0.5f);

Circular move
g.MotionP().Circular(83f, 0.5f);

Lissajous move
g.MotionP().Lissajous(83f, 51f, 0.6f, 1.2f, 0f);

Aiming with uniform move
An aiming method produce a velocity that makes a GameObject go toward the specified position.
g.MotionP().AimAt(p, 10f);

Aiming with common ratio
g.MotionP().AimRatioAt(p, 0.15f);

Aiming with spring move
g.MotionP().AimSpringAt(p, 0.15f, 0.8f);

Aiming with exponential interpolation
g.MotionP().AimExpoAt(p, 0.15f);

Aiming with critically damped spring smoothing
g.MotionP().AimCriticalDampingAt(p, 0.15f);

Perlin noise
g.MotionP().Perlin(new Vector2(0.4f, 0.8f)).AmplifyComponents(new Vector2(3f, 2f));

Fractional brownian motion
g.MotionP().Fbm(new Vector2(0.4f, 0.8f), 3).AmplifyComponents(new Vector2(3f, 2f));

Timed parameter
Change velocity by time with sin curve.
g.MotionX().Velocity(Source.Float.Sin(2f, 1f).Offset(2f));

Change radius by time with sin curve.
g.MotionX().Sin(Source.Float.Sin(51f, 0.5f).Offset(51f), 1f);

Custom parameter
You can use any of the following types as a motion parameter.
VIEnumerator<V>IEnumerable<V>Func<V>
V is: float, Vector2, Vector3 or Vector4
g.MotionX().Velocity(() => Random.Range(-10f, 10f));

Lifetime control
Finish velocity effect after 15fr.
g.MotionX().Accel(0.3f).Lifetime(15f);

Start velocity effect after 15fr.
g.MotionX().Accel(0.3f).StartDelay(15f);

Finish velocity effect if it magnitude is less than 0.01f. Then, destroy a GameObject.
g.MotionX().AccelByRatio(10f, 0.9f).LiveThreshold(0.01f).Next(() => Destroy(g));

Complex motion examples
Parabola
g.MotionX().Velocity(6f);
g.MotionY().Velocity(18f).Accel(-0.98f);

Spiral
g.MotionP().Circular(Source.Float.Sin(51f, 0.5f).Offset(51f), 2f);

Lissajous + Lissajous
g.MotionP().Lissajous(83f, 51f, 0.6f, 1.2f, 0f).Lissajous(24f, 32f, 2.4f, 0.8f, 0f);

Lissajous with directon
var vel = default(IEnumerator<Vector2>);
g.MotionP().Lissajous(83f, 51f, 0.6f, 1.2f, 0f).Capture(out vel);
g.MotionR().AimRatioAt(vel.ToAngle().Offset(-90f), 1f);

Floating scaling
g.MotionS().AccelByRatio(Vector2.one * 0.4f, 0.85f).Sin(Vector2.one * 0.5f, 0.5f);

Aiming + Ciruclular move
var vel = default(IEnumerator<Vector2>);
var m = g.MotionP();
m.AimSpringAt(p, 0.1f, 0.45f).Capture(out vel);
m.Circular(vel.Magnitude().Amplify(2f), 2f);

Scaling by velocity
var vel = default(IEnumerator<Vector2>);
g.MotionP().AimExpoAt(p, 0.15f).Capture(out vel);
g.MotionS().AimSpringAt(vel.Magnitude().Amplify(0.075f).Offset(1f).ToVector2(), 0.12f, 0.7f);

Circular + Noise
g.MotionP().Circular(83f, 0.25f).Fbm(new Vector2(2f, 3f), 3).Amplify(6f);

Follow move
Func<Vector2> p = () => GetMousePosition();
g.MotionP().AimCriticalDampingAt(p, 0.8f);

Follow + Circular move
Func<Vector2> p = () => GetMousePosition();
g.MotionP().AimCriticalDampingAt(p, 0.8f).Circular(83f, 1.5f);

Follow + Follow + Follow
System.Func<Vector2> gp = () => new Vector2(g.transform.localPosition.x, g.transform.localPosition.y);
g.MotionP().AimCriticalDampingAt(p, 0.8f);
f1.MotionP().AimCriticalDampingAt(gp, 0.3f).StartDelay(6f).AccelByRatio(new Vector2(Random.Range(-1f, 1f), Random.Range(-1f, 1f)) * 20f, 0.9f);
f2.MotionP().AimCriticalDampingAt(gp, 0.2f).StartDelay(9f).AccelByRatio(new Vector2(Random.Range(-1f, 1f), Random.Range(-1f, 1f)) * 15f, 0.9f);

Aiming + Noise
var vel = default(IEnumerator<Vector2>);
var m = g.MotionP();
m.AimSpringAt(p, 0.1f, 0.45f).Capture(out vel);
m.Perlin(new Vector2(7f, 11f)).Amplify(vel.Magnitude().Amplify(1.2f));

Spiral #2
for (var i = 0; i < 12; ++i) {
g = GameObject.Instantiate(prefab);
g.transform.SetParent(prefab.transform.parent);
g.transform.localPosition = Vector3.zero;
g.transform.localScale = Vector3.one;
var angle = 30f * i;
var radius = Velocity.AccelByRatio(218f, Source.Constant(0.92f)).Offset(83f);
var speed = Velocity.AccelByRatio(0.75f, Source.Constant(0.94f)).Offset(0.01f);
g.MotionP().Circular(radius, speed).Angle(angle).Fbm(new Vector2(0f, 1f), 3).AmplifyComponents(new Vector2(0f, 0.3f));
}

License
Copyright 2016 Oink Games, Inc. and other contributors.
Code licensed under the MIT License: http://opensource.org/licenses/MIT