private void Update()
 {
     if (Time.time - starttime <= Duration)
     {
         float num = 0f;
         num = (EaseType ? ((float)Quad.EaseOut((double)(Time.time - starttime), 0.0, 1.0, (double)Duration) * (EndPos - StartPos) + StartPos) : ((float)Quad.EaseInOut((double)(Time.time - starttime), 0.0, 1.0, (double)Duration) * (EndPos - StartPos) + StartPos));
         base.transform.localEulerAngles = new Vector3(0f, 0f, num);
     }
     else
     {
         base.transform.localEulerAngles = new Vector3(0f, 0f, EndPos);
     }
 }