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+using UnityEngine;
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+using System.Collections;
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+
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+/// <summary>
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+/// Ease type.
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+/// </summary>
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+
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+namespace uTools {
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+ public enum EaseType{
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+ none,
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+ easeInQuad,
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+ easeOutQuad,
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+ easeInOutQuad,
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+ easeInCubic,
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+ easeOutCubic,
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+ easeInOutCubic,
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+ easeInQuart,
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+ easeOutQuart,
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+ easeInOutQuart,
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+ easeInQuint,
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+ easeOutQuint,
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+ easeInOutQuint,
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+ easeInSine,
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+ easeOutSine,
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+ easeInOutSine,
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+ easeInExpo,
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+ easeOutExpo,
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+ easeInOutExpo,
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+ easeInCirc,
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+ easeOutCirc,
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+ easeInOutCirc,
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+ linear,
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+ spring,
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+ /* GFX47 MOD START */
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+ //bounce,
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+ easeInBounce,
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+ easeOutBounce,
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+ easeInOutBounce,
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+ /* GFX47 MOD END */
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+ easeInBack,
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+ easeOutBack,
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+ easeInOutBack,
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+ /* GFX47 MOD START */
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+ //elastic,
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+ easeInElastic,
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+ easeOutElastic,
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+ easeInOutElastic,
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+ /* GFX47 MOD END */
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+ punch
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+ }
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+
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+
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+ /// <summary>
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+ /// Loop style.
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+ /// </summary>
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+ public enum LoopStyle {
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+ Once,
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+ Loop,
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+ PingPong
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+ }
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+
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+ /// <summary>
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+ /// Ease manager.
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+ /// </summary>
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+ public class EaseManager {
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+
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+ public delegate float EaseDelegate(float start, float end, float t);
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+
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+ #region ease function
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+ private static float linear(float start, float end, float value){
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+ return Mathf.Lerp(start, end, value);
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+ }
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+
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+ private static float clerp(float start, float end, float value){
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+ float min = 0.0f;
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+ float max = 360.0f;
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+ float half = Mathf.Abs((max - min) / 2.0f);
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+ float retval = 0.0f;
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+ float diff = 0.0f;
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+ if ((end - start) < -half){
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+ diff = ((max - start) + end) * value;
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+ retval = start + diff;
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+ }else if ((end - start) > half){
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+ diff = -((max - end) + start) * value;
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+ retval = start + diff;
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+ }else retval = start + (end - start) * value;
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+ return retval;
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+ }
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+
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+ private static float spring(float start, float end, float value){
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+ value = Mathf.Clamp01(value);
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+ value = (Mathf.Sin(value * Mathf.PI * (0.2f + 2.5f * value * value * value)) * Mathf.Pow(1f - value, 2.2f) + value) * (1f + (1.2f * (1f - value)));
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+ return start + (end - start) * value;
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+ }
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+
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+ private static float easeInQuad(float start, float end, float value){
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+ end -= start;
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+ return end * value * value + start;
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+ }
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+
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+ private static float easeOutQuad(float start, float end, float value){
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+ end -= start;
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+ return -end * value * (value - 2) + start;
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+ }
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+
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+ private static float easeInOutQuad(float start, float end, float value){
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+ value /= .5f;
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+ end -= start;
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+ if (value < 1) return end / 2 * value * value + start;
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+ value--;
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+ return -end / 2 * (value * (value - 2) - 1) + start;
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+ }
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+
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+ private static float easeInCubic(float start, float end, float value){
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+ end -= start;
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+ return end * value * value * value + start;
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+ }
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+
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+ private static float easeOutCubic(float start, float end, float value){
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+ value--;
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+ end -= start;
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+ return end * (value * value * value + 1) + start;
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+ }
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+
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+ private static float easeInOutCubic(float start, float end, float value){
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+ value /= .5f;
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+ end -= start;
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+ if (value < 1) return end / 2 * value * value * value + start;
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+ value -= 2;
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+ return end / 2 * (value * value * value + 2) + start;
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+ }
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+
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+ private static float easeInQuart(float start, float end, float value){
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+ end -= start;
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+ return end * value * value * value * value + start;
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+ }
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+
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+ private static float easeOutQuart(float start, float end, float value){
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+ value--;
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+ end -= start;
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+ return -end * (value * value * value * value - 1) + start;
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+ }
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+
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+ private static float easeInOutQuart(float start, float end, float value){
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+ value /= .5f;
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+ end -= start;
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+ if (value < 1) return end / 2 * value * value * value * value + start;
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+ value -= 2;
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+ return -end / 2 * (value * value * value * value - 2) + start;
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+ }
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+
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+ private static float easeInQuint(float start, float end, float value){
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+ end -= start;
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+ return end * value * value * value * value * value + start;
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+ }
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+
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+ private static float easeOutQuint(float start, float end, float value){
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+ value--;
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+ end -= start;
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+ return end * (value * value * value * value * value + 1) + start;
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+ }
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+
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+ private static float easeInOutQuint(float start, float end, float value){
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+ value /= .5f;
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+ end -= start;
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+ if (value < 1) return end / 2 * value * value * value * value * value + start;
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+ value -= 2;
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+ return end / 2 * (value * value * value * value * value + 2) + start;
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+ }
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+
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+ private static float easeInSine(float start, float end, float value){
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+ end -= start;
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+ return -end * Mathf.Cos(value / 1 * (Mathf.PI / 2)) + end + start;
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+ }
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+
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+ private static float easeOutSine(float start, float end, float value){
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+ end -= start;
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+ return end * Mathf.Sin(value / 1 * (Mathf.PI / 2)) + start;
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+ }
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+
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+ private static float easeInOutSine(float start, float end, float value){
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+ end -= start;
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+ return -end / 2 * (Mathf.Cos(Mathf.PI * value / 1) - 1) + start;
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+ }
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+
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+ private static float easeInExpo(float start, float end, float value){
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+ end -= start;
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+ return end * Mathf.Pow(2, 10 * (value / 1 - 1)) + start;
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+ }
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+
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+ private static float easeOutExpo(float start, float end, float value){
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+ end -= start;
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+ return end * (-Mathf.Pow(2, -10 * value / 1) + 1) + start;
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+ }
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+
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+ private static float easeInOutExpo(float start, float end, float value){
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+ value /= .5f;
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+ end -= start;
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+ if (value < 1) return end / 2 * Mathf.Pow(2, 10 * (value - 1)) + start;
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+ value--;
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+ return end / 2 * (-Mathf.Pow(2, -10 * value) + 2) + start;
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+ }
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+
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+ private static float easeInCirc(float start, float end, float value){
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+ end -= start;
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+ return -end * (Mathf.Sqrt(1 - value * value) - 1) + start;
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+ }
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+
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+ private static float easeOutCirc(float start, float end, float value){
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+ value--;
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+ end -= start;
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+ return end * Mathf.Sqrt(1 - value * value) + start;
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+ }
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+
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+ private static float easeInOutCirc(float start, float end, float value){
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+ value /= .5f;
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+ end -= start;
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+ if (value < 1) return -end / 2 * (Mathf.Sqrt(1 - value * value) - 1) + start;
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+ value -= 2;
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+ return end / 2 * (Mathf.Sqrt(1 - value * value) + 1) + start;
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+ }
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+
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+ /* GFX47 MOD START */
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+ private static float easeInBounce(float start, float end, float value){
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+ end -= start;
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+ float d = 1f;
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+ return end - easeOutBounce(0, end, d-value) + start;
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+ }
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+ /* GFX47 MOD END */
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+
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+ /* GFX47 MOD START */
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+ //private static float bounce(float start, float end, float value){
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+ private static float easeOutBounce(float start, float end, float value){
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+ value /= 1f;
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+ end -= start;
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+ if (value < (1 / 2.75f)){
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+ return end * (7.5625f * value * value) + start;
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+ }else if (value < (2 / 2.75f)){
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+ value -= (1.5f / 2.75f);
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+ return end * (7.5625f * (value) * value + .75f) + start;
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+ }else if (value < (2.5 / 2.75)){
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+ value -= (2.25f / 2.75f);
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+ return end * (7.5625f * (value) * value + .9375f) + start;
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+ }else{
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+ value -= (2.625f / 2.75f);
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+ return end * (7.5625f * (value) * value + .984375f) + start;
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+ }
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+ }
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+ /* GFX47 MOD END */
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+
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+ /* GFX47 MOD START */
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+ private static float easeInOutBounce(float start, float end, float value){
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+ end -= start;
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+ float d = 1f;
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+ if (value < d/2) return easeInBounce(0, end, value*2) * 0.5f + start;
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+ else return easeOutBounce(0, end, value*2-d) * 0.5f + end*0.5f + start;
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+ }
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+ /* GFX47 MOD END */
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+
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+ private static float easeInBack(float start, float end, float value){
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+ end -= start;
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+ value /= 1;
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+ float s = 1.70158f;
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+ return end * (value) * value * ((s + 1) * value - s) + start;
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+ }
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+
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+ private static float easeOutBack(float start, float end, float value){
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+ float s = 1.70158f;
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+ end -= start;
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+ value = (value / 1) - 1;
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+ return end * ((value) * value * ((s + 1) * value + s) + 1) + start;
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+ }
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+
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+ private static float easeInOutBack(float start, float end, float value){
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+ float s = 1.70158f;
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+ end -= start;
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+ value /= .5f;
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+ if ((value) < 1){
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+ s *= (1.525f);
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+ return end / 2 * (value * value * (((s) + 1) * value - s)) + start;
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+ }
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+ value -= 2;
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+ s *= (1.525f);
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+ return end / 2 * ((value) * value * (((s) + 1) * value + s) + 2) + start;
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+ }
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+
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+ private static float punch(float amplitude, float value){
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+ float s = 9;
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+ if (value == 0){
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+ return 0;
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+ }
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+ if (value == 1){
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+ return 0;
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+ }
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+ float period = 1 * 0.3f;
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+ s = period / (2 * Mathf.PI) * Mathf.Asin(0);
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+ return (amplitude * Mathf.Pow(2, -10 * value) * Mathf.Sin((value * 1 - s) * (2 * Mathf.PI) / period));
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+ }
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+
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+ /* GFX47 MOD START */
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+ private static float easeInElastic(float start, float end, float value){
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+ end -= start;
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+
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+ float d = 1f;
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+ float p = d * .3f;
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+ float s = 0;
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+ float a = 0;
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+
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+ if (value == 0) return start;
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+
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+ if ((value /= d) == 1) return start + end;
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+
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+ if (a == 0f || a < Mathf.Abs(end)){
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+ a = end;
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+ s = p / 4;
|
|
|
|
|
+ }else{
|
|
|
|
|
+ s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ return -(a * Mathf.Pow(2, 10 * (value-=1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p)) + start;
|
|
|
|
|
+ }
|
|
|
|
|
+ /* GFX47 MOD END */
|
|
|
|
|
+
|
|
|
|
|
+ /* GFX47 MOD START */
|
|
|
|
|
+ //private static float elastic(float start, float end, float value){
|
|
|
|
|
+ private static float easeOutElastic(float start, float end, float value){
|
|
|
|
|
+ /* GFX47 MOD END */
|
|
|
|
|
+ //Thank you to rafael.marteleto for fixing this as a port over from Pedro's UnityTween
|
|
|
|
|
+ end -= start;
|
|
|
|
|
+
|
|
|
|
|
+ float d = 1f;
|
|
|
|
|
+ float p = d * .3f;
|
|
|
|
|
+ float s = 0;
|
|
|
|
|
+ float a = 0;
|
|
|
|
|
+
|
|
|
|
|
+ if (value == 0) return start;
|
|
|
|
|
+
|
|
|
|
|
+ if ((value /= d) == 1) return start + end;
|
|
|
|
|
+
|
|
|
|
|
+ if (a == 0f || a < Mathf.Abs(end)){
|
|
|
|
|
+ a = end;
|
|
|
|
|
+ s = p / 4;
|
|
|
|
|
+ }else{
|
|
|
|
|
+ s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ return (a * Mathf.Pow(2, -10 * value) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p) + end + start);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ /* GFX47 MOD START */
|
|
|
|
|
+ private static float easeInOutElastic(float start, float end, float value){
|
|
|
|
|
+ end -= start;
|
|
|
|
|
+
|
|
|
|
|
+ float d = 1f;
|
|
|
|
|
+ float p = d * .3f;
|
|
|
|
|
+ float s = 0;
|
|
|
|
|
+ float a = 0;
|
|
|
|
|
+
|
|
|
|
|
+ if (value == 0) return start;
|
|
|
|
|
+
|
|
|
|
|
+ if ((value /= d/2) == 2) return start + end;
|
|
|
|
|
+
|
|
|
|
|
+ if (a == 0f || a < Mathf.Abs(end)){
|
|
|
|
|
+ a = end;
|
|
|
|
|
+ s = p / 4;
|
|
|
|
|
+ }else{
|
|
|
|
|
+ s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ if (value < 1) return -0.5f * (a * Mathf.Pow(2, 10 * (value-=1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p)) + start;
|
|
|
|
|
+ return a * Mathf.Pow(2, -10 * (value-=1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p) * 0.5f + end + start;
|
|
|
|
|
+ }
|
|
|
|
|
+ /* GFX47 MOD END */
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+ public static float EasingFromType(float start, float end, float t, EaseType type){
|
|
|
|
|
+ switch (type){
|
|
|
|
|
+ case EaseType.easeInQuad:
|
|
|
|
|
+ return easeInQuad(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeOutQuad:
|
|
|
|
|
+ return easeOutQuad(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeInOutQuad:
|
|
|
|
|
+ return easeInOutQuad(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeInCubic:
|
|
|
|
|
+ return easeInCubic(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeOutCubic:
|
|
|
|
|
+ return easeOutCubic(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeInOutCubic:
|
|
|
|
|
+ return easeInOutCubic(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeInQuart:
|
|
|
|
|
+ return easeInQuart(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeOutQuart:
|
|
|
|
|
+ return easeOutQuart(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeInOutQuart:
|
|
|
|
|
+ return easeInOutQuart(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeInQuint:
|
|
|
|
|
+ return easeInQuint(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeOutQuint:
|
|
|
|
|
+ return easeOutQuint(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeInOutQuint:
|
|
|
|
|
+ return easeInOutQuint(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeInSine:
|
|
|
|
|
+ return easeInSine(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeOutSine:
|
|
|
|
|
+ return easeOutSine(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeInOutSine:
|
|
|
|
|
+ return easeInOutSine(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeInExpo:
|
|
|
|
|
+ return easeInExpo(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeOutExpo:
|
|
|
|
|
+ return easeOutExpo(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeInOutExpo:
|
|
|
|
|
+ return easeInOutExpo(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeInCirc:
|
|
|
|
|
+ return easeInCirc(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeOutCirc:
|
|
|
|
|
+ return easeOutCirc(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeInOutCirc:
|
|
|
|
|
+ return easeInOutCirc(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.linear:
|
|
|
|
|
+ return linear(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.spring:
|
|
|
|
|
+ return spring(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ /* GFX47 MOD START */
|
|
|
|
|
+ /*case EaseType.bounce:
|
|
|
|
|
+ return bounce(start, end, t);
|
|
|
|
|
+ */
|
|
|
|
|
+ case EaseType.easeInBounce:
|
|
|
|
|
+ return easeInBounce(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeOutBounce:
|
|
|
|
|
+ return easeOutBounce(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeInOutBounce:
|
|
|
|
|
+ return easeInOutBounce(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ /* GFX47 MOD END */
|
|
|
|
|
+ case EaseType.easeInBack:
|
|
|
|
|
+ return easeInBack(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeOutBack:
|
|
|
|
|
+ return easeOutBack(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeInOutBack:
|
|
|
|
|
+ return easeInOutBack(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ /* GFX47 MOD START */
|
|
|
|
|
+ /*case EaseType.elastic:
|
|
|
|
|
+ return elastic(start, end, t);
|
|
|
|
|
+ */
|
|
|
|
|
+ case EaseType.easeInElastic:
|
|
|
|
|
+ return easeInElastic(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeOutElastic:
|
|
|
|
|
+ return easeOutElastic(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ case EaseType.easeInOutElastic:
|
|
|
|
|
+ return easeInOutElastic(start, end, t);
|
|
|
|
|
+
|
|
|
|
|
+ /* GFX47 MOD END */
|
|
|
|
|
+ }
|
|
|
|
|
+ return linear(start, end, t);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ #endregion
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+}
|