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Interpolactic: Easy Animation Scripting in Unity

Interpolactic takes the pain out of Coroutine animations by bundling the boilerplate of a time-based IEnumerator into a composable, reusable builder. The actual Coroutine is then wrapped in a Runner object that offers a kit of utility methods to control playback.

The beauty of Interpolactic is that the caller declares the implementation by defining what happens at every time step. All Interpolactic needs is a function or closure that acts upon a time value ranging from 0 to 1.

Features

  • Animate anything: Interpolactic doesn't limit users to acting on common types such as float and color.
  • Playback utilities: Pause and resume Interpolactic animations with ease.
  • Fire and forget: Keep animations going indefinitely with options to loop and ping-pong.
  • Composable: Animations are composed via method chaining, so you only need to pass the arguments you care about.

Examples

Fading in a CanvasGroup:

new Interpolation(t => canvas.alpha = t)
  .Duration(0.5f)
  .Build(this).Play();

Moving a Transform:

new Interpolation(t => transform.position = Vector3.Lerp(start, end, t))
  .Duration(0.5f)
  .Build(this).Play();

Ping-pong an animation indefinitely:

new Interpolation(t => transform.position = Vector3.Lerp(start, end, t))
  .Duration(0.5f)
  .Repeats(true)
  .PingPong(true)
  .Build(this).Play();

License

This project is licensed under the MIT License - see the LICENSE.md file for details

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