Calculator
Namespace: Murder.Utilities
Assembly: Murder.dll
public static class Calculator
Calculator helper class.
⭐ Properties
LayersCount
public static int LayersCount;
Default layers count. TODO: Make this customizable.
Returns
int
TO_DEG
public static const float TO_DEG;
Returns
float
TO_RAD
public static const float TO_RAD;
Returns
float
⭐ Methods
AlmostEqual(float, float)
public bool AlmostEqual(float num1, float num2)
Parameters
num1
float
num2
float
Returns
bool
Blink(float, bool)
public bool Blink(float speed, bool scaled)
Parameters
speed
float
scaled
bool
Returns
bool
SameSign(float, float)
public bool SameSign(float num1, float num2)
Parameters
num1
float
num2
float
Returns
bool
SameSignOrSimilar(float, float)
public bool SameSignOrSimilar(float num1, float num2)
Parameters
num1
float
num2
float
Returns
bool
LerpSnap(float, float, double, float)
public double LerpSnap(float origin, float target, double factor, float threshold)
Parameters
origin
float
target
float
factor
double
threshold
float
Returns
double
Approach(float, float, float)
public float Approach(float from, float target, float amount)
Parameters
from
float
target
float
amount
float
Returns
float
CatmullRom(float, float, float, float, float)
public float CatmullRom(float p0, float p1, float p2, float p3, float t)
Parameters
p0
float
p1
float
p2
float
p3
float
t
float
Returns
float
Clamp01(float)
public float Clamp01(float v)
Parameters
v
float
Returns
float
Clamp01(int)
public float Clamp01(int v)
Parameters
v
int
Returns
float
ClampNearZero(float, float)
public float ClampNearZero(float value, float minimum)
Parameters
value
float
minimum
float
Returns
float
ClampTime(float, float, float, float)
public float ClampTime(float elapsed, float inDuration, float delayDuration, float outDuration)
Takes an elapsed time and coverts it to a 0-1 range
Parameters
elapsed
float
inDuration
float
delayDuration
float
outDuration
float
Returns
float
ClampTime(float, float, EaseKind)
public float ClampTime(float elapsed, float maxTime, EaseKind ease)
Takes an elapsed time and coverts it to a 0-1 range
Parameters
elapsed
float
maxTime
float
ease
EaseKind
Returns
float
ClampTime(float, float)
public float ClampTime(float elapsed, float maxTime)
Takes an elapsed time and coverts it to a 0-1 range
Parameters
elapsed
float
maxTime
float
Returns
float
ConvertLayerToLayerDepth(int)
public float ConvertLayerToLayerDepth(int layer)
Parameters
layer
int
Returns
float
InterpolateSmoothCurve(IList, float)
public float InterpolateSmoothCurve(IList<T> values, float t)
Parameters
values
IList<T>
t
float
Returns
float
Lerp(float, float, float)
public float Lerp(float origin, float target, float factor)
Parameters
origin
float
target
float
factor
float
Returns
float
LerpSnap(float, float, float, float)
public float LerpSnap(float origin, float target, float factor, float threshold)
Parameters
origin
float
target
float
factor
float
threshold
float
Returns
float
Max(Single[])
public float Max(Single[] values)
Parameters
values
float[]
Returns
float
Min(Single[])
public float Min(Single[] values)
Parameters
values
float[]
Returns
float
Remap(float, float, float, float, float)
public float Remap(float input, float inputMin, float inputMax, float min, float max)
Parameters
input
float
inputMin
float
inputMax
float
min
float
max
float
Returns
float
Remap(float, float, float)
public float Remap(float input, float min, float max)
Parameters
input
float
min
float
max
float
Returns
float
SmoothStep(float, float, float)
public float SmoothStep(float value, float min, float max)
Parameters
value
float
min
float
max
float
Returns
float
ToSpringOscillation(float, float)
public float ToSpringOscillation(float t, float frequency)
Converts a value to a spring oscillation.
Parameters
t
float
frequency
float
Returns
float
Wave(int, bool)
public float Wave(int speed, bool scaled)
Generates a value from 0 to 1 in a sine wave using Game.Now or Game.NowUnscaled
Parameters
speed
int
scaled
bool
Returns
float
CeilToInt(float)
public int CeilToInt(float v)
Parameters
v
float
Returns
int
ConvertLayerDepthToLayer(float)
public int ConvertLayerDepthToLayer(float layerDepth)
Parameters
layerDepth
float
Returns
int
FloorToInt(float)
public int FloorToInt(float v)
Parameters
v
float
Returns
int
LerpInt(float, float, float)
public int LerpInt(float origin, float target, float factor)
Parameters
origin
float
target
float
factor
float
Returns
int
ManhattanDistance(Point, Point)
public int ManhattanDistance(Point point1, Point point2)
Parameters
point1
Point
point2
Point
Returns
int
OneD(Point, int)
public int OneD(Point p, int width)
Returns
int
OneD(int, int, int)
public int OneD(int x, int y, int width)
Parameters
x
int
y
int
width
int
Returns
int
PolarSnapToInt(float)
public int PolarSnapToInt(float v)
Parameters
v
float
Returns
int
Pow(int, int)
public int Pow(int x, int y)
Returns
int
RoundToEven(float)
public int RoundToEven(float v)
Parameters
v
float
Returns
int
RoundToInt(double)
public int RoundToInt(double v)
Parameters
v
double
Returns
int
RoundToInt(float)
public int RoundToInt(float v)
Rounds and converts a number to integer with MathF.Round(System.Single).
Parameters
v
float
Returns
int
WrapAround(int, Int32&, Int32&)
public int WrapAround(int value, Int32& min, Int32& max)
Parameters
value
int
min
int&
max
int&
Returns
int
ToPoint(Vector2)
public Point ToPoint(Vector2 vector)
Parameters
vector
Vector2
Returns
Point
AddOnce(IList, T)
public T AddOnce(IList<T> list, T item)
Parameters
list
IList<T>
item
T
Returns
T
TryGet(IList, int)
public T? TryGet(IList<T> values, int index)
Parameters
values
IList<T>
index
int
Returns
T?
TryGet(ImmutableArray, int)
public T? TryGet(ImmutableArray<T> values, int index)
Parameters
values
ImmutableArray<T>
index
int
Returns
T?
RepeatingArray(T, int)
public T[] RepeatingArray(T value, int size)
Returns
T[]
Spring(float, float, float, float, float, float)
public ValueTuple<T1, T2> Spring(float value, float velocity, float targetValue, float damping, float frequency, float deltaTime)
Parameters
value
float
velocity
float
targetValue
float
damping
float
frequency
float
deltaTime
float
Returns
ValueTuple<T1, T2>
Approach(Vector2&, Vector2&, float)
public Vector2 Approach(Vector2& from, Vector2& target, float amount)
Parameters
from
Vector2&
target
Vector2&
amount
float
Returns
Vector2
GetPositionInSemicircle(float, Vector2, float, float, float)
public Vector2 GetPositionInSemicircle(float ratio, Vector2 center, float radius, float startAngle, float endAngle)
Parameters
ratio
float
center
Vector2
radius
float
startAngle
float
endAngle
float
Returns
Vector2
Normalized(Vector2&)
public Vector2 Normalized(Vector2& vector2)
Parameters
vector2
Vector2&
Returns
Vector2
RandomPointInCircleEdge()
public Vector2 RandomPointInCircleEdge()
Returns
Vector2
RandomPointInsideCircle()
public Vector2 RandomPointInsideCircle()
Returns
Vector2
ToCore(Vector2)
public Vector2 ToCore(Vector2 vector)
Parameters
vector
Vector2
Returns
Vector2
ToSysVector2(Point)
public Vector2 ToSysVector2(Point point)
Parameters
point
Point
Returns
Vector2
ToSysVector2(Vector2)
public Vector2 ToSysVector2(Vector2 vector)
Parameters
vector
Vector2
Returns
Vector2
ToXnaVector2(Vector2)
public Vector2 ToXnaVector2(Vector2 vector)
Parameters
vector
Vector2
Returns
Vector2
Populate(T[], T)
public void Populate(T[] arr, T value)
⚡