Beispiel #1
0
    public static float EaseFromTo(float start, float end, float value, eEaseType type = eEaseType.EaseInOut)
    {
        switch (type)
        {
        case eEaseType.EaseInOut:
            return(Mathf.Lerp(start, end, value * value * (3.0f - 2.0f * value)));

        case eEaseType.EaseOut:
            return(Mathf.Lerp(start, end, Mathf.Sin(value * Mathf.PI * 0.5f)));

        case eEaseType.EaseIn:
            return(Mathf.Lerp(start, end, 1.0f - Mathf.Cos(value * Mathf.PI * 0.5f)));

        default:
            return(Mathf.Lerp(start, end, value));
        }
    }
        // Play Animations
        void Play()
        {
            // Random Time and Delay
            float Time  = UnityEngine.Random.Range(m_MinRandomTime, m_MinRandomTime + 2);
            float Delay = UnityEngine.Random.Range(m_MinRandomDelay, m_MinRandomDelay + 0.5f);

            // Reset m_Title and m_Details strings
            m_Title   = "";
            m_Details = "";

            // Random Ease type
            eEaseType EaseType = (eEaseType)UnityEngine.Random.Range(0, 22);

            // Translation checkbox is enable
            if (m_Translation == true)
            {
                // Get parent Canvas space
                float LeftEdge = 0, TopEdge = 0, RightEdge = 0, BottomEdge = 0;
                m_GAui.GetParentCanvasEdges(out LeftEdge, out TopEdge, out RightEdge, out BottomEdge);

                // Random Easing for Translation if m_UseSameEasing is disabled
                if (m_UseSameEasing == false)
                {
                    EaseType = (eEaseType)UnityEngine.Random.Range(0, 22);
                }

                // Update Text UI
                m_Title   += "Translation:\r\n";
                m_Details += EaseType.ToString() + "\r\n";

                // Setup begin and end position
                RectTransform RT          = (RectTransform)m_GAui.transform;
                Vector3       Begin       = new Vector3(RT.localPosition.x, RT.localPosition.y, 0);
                float         NewEndX     = 0;
                Bounds        TotalBounds = m_GAui.GetTotalBounds();
                if (RT.localPosition.x > 0)
                {
                    NewEndX = LeftEdge + (TotalBounds.size.x * 2);
                }
                else
                {
                    NewEndX = RightEdge - (TotalBounds.size.x * 2);
                }
                Vector3 End = new Vector3(
                    NewEndX,
                    UnityEngine.Random.Range(BottomEdge + TotalBounds.size.y * 2, TopEdge - TotalBounds.size.y * 2),
                    0);

                // Set MoveIn, we will call PlayInAnims() later
                m_GAui.SetInAnimsMove(true, ePosMove.RectTransformPosition, Begin, End, Time, Delay, EaseType);
            }
            else
            {
                // Update Text UI
                m_Title   += "Translation:\r\n";
                m_Details += "-\r\n";

                // Disable MoveIn
                m_GAui.SetInAnimsMove(false);
            }

            // Rotation checkbox is enable
            if (m_Rotation == true)
            {
                // Random Easing for Translation if m_UseSameEasing is disabled
                if (m_UseSameEasing == false)
                {
                    EaseType = (eEaseType)UnityEngine.Random.Range(0, 22);
                }

                // Update m_Title and m_Details strings
                m_Title   += "Rotation:\r\n";
                m_Details += EaseType.ToString() + "\r\n";

                // Setup begin and end rotation
                Vector3 Begin = new Vector3(0, 0, 0);
                Vector3 End   = new Vector3(0, 0, 360);

                // Set RotateIn, we will call PlayInAnims() later
                m_GAui.SetInAnimsRotate(true, Begin, End, Time, Delay, EaseType);
            }
            else
            {
                // Update m_Title and m_Details strings
                m_Title   += "Rotation:\r\n";
                m_Details += "-\r\n";

                // Disable RotateIn
                m_GAui.SetInAnimsRotate(false);
            }

            // Scale checkbox is enable
            if (m_Scale == true)
            {
                // Random Easing for Translation if m_UseSameEasing is disabled
                if (m_UseSameEasing == false)
                {
                    EaseType = (eEaseType)UnityEngine.Random.Range(0, 22);
                }

                // Update m_Title and m_Details strings
                m_Title   += "Scale:\r\n";
                m_Details += EaseType.ToString() + "\r\n";

                // Setup begin and end scale
                Vector3 Begin = new Vector3(0, 0, 0);

                // Set RotateIn, we will call PlayInAnims() later
                m_GAui.SetInAnimsScale(true, Begin, Time, Delay, EaseType);
            }
            else
            {
                // Update m_Title and m_Details strings
                m_Title   += "Scale:\r\n";
                m_Details += "-\r\n";

                // Disable ScaleIn
                m_GAui.SetInAnimsScale(false);
            }

            // Fade checkbox is enable
            if (m_Fade == true)
            {
                // Random Easing for Translation if m_UseSameEasing is disabled
                if (m_UseSameEasing == false)
                {
                    EaseType = (eEaseType)UnityEngine.Random.Range(0, 22);
                }

                // Update m_Title and m_Details strings
                m_Title   += "Fade:\r\n";
                m_Details += EaseType.ToString() + "\r\n";

                // Set RotateIn, we will call PlayInAnims() later
                m_GAui.SetInAnimsFade(true, Time, Delay, EaseType);
            }
            else
            {
                // Update m_Title and m_Details strings
                m_Title   += "Fade:\r\n";
                m_Details += "-\r\n";

                // Disable RotateIn
                m_GAui.SetInAnimsFade(false);
            }

            // ShowTimeAndDelay checkbox is enable
            if (m_ShowTimeAndDelay == true)
            {
                // Update m_Title and m_Details strings
                m_Title   += "Time:\r\nDelay:\r\n";
                m_Details += string.Format("{0:0.0}", Time) + " secs" + "\r\n" + string.Format("{0:0.0}", Delay) + " secs" + "\r\n";
            }


            if (m_TextTitle != null && m_TextDetails != null)
            {
                // Update Text UI
                m_TextTitle.text   = m_Title;
                m_TextDetails.text = m_Details;
            }

            // Play In-animations
            m_GAui.PlayInAnims(eGUIMove.Self);
        }
Beispiel #3
0
        public static Func <float, float> GetEaseFunc(eEaseType ease)
        {
            Func <float, float> func = null;

            switch (ease)
            {
            case eEaseType.QuadIn:
                if (sEaseInQuad == null)
                {
                    sEaseInQuad = EaseInQuad;
                }
                func = EaseInQuad; break;

            case eEaseType.QuadOut:
                if (sEaseOutQuad == null)
                {
                    sEaseOutQuad = EaseOutQuad;
                }
                func = EaseOutQuad; break;

            case eEaseType.QuadInOut:
                if (sEaseInOutQuad == null)
                {
                    sEaseInOutQuad = EaseInOutQuad;
                }
                func = EaseInOutQuad; break;

            case eEaseType.QuadOutIn:
                if (sEaseOutInQuad == null)
                {
                    sEaseOutInQuad = EaseOutInQuad;
                }
                func = EaseOutInQuad; break;

            case eEaseType.CubicIn:
                if (sEaseInCubic == null)
                {
                    sEaseInCubic = EaseInCubic;
                }
                func = EaseInCubic; break;

            case eEaseType.CubicOut:
                if (sEaseOutCubic == null)
                {
                    sEaseOutCubic = EaseOutCubic;
                }
                func = EaseOutCubic; break;

            case eEaseType.CubicInOut:
                if (sEaseInOutCubic == null)
                {
                    sEaseInOutCubic = EaseInOutCubic;
                }
                func = EaseInOutCubic; break;

            case eEaseType.CubicOutIn:
                if (sEaseOutInCubic == null)
                {
                    sEaseOutInCubic = EaseOutInCubic;
                }
                func = EaseOutInCubic; break;

            case eEaseType.QuartIn:
                if (sEaseInQuart == null)
                {
                    sEaseInQuart = EaseInQuart;
                }
                func = EaseInQuart; break;

            case eEaseType.QuartOut:
                if (sEaseOutQuart == null)
                {
                    sEaseOutQuart = EaseOutQuart;
                }
                func = EaseOutQuart; break;

            case eEaseType.QuartInOut:
                if (sEaseInOutQuart == null)
                {
                    sEaseInOutQuart = EaseInOutQuart;
                }
                func = EaseInOutQuart; break;

            case eEaseType.QuartOutIn:
                if (sEaseOutInQuart == null)
                {
                    sEaseOutInQuart = EaseOutInQuart;
                }
                func = EaseOutInQuart; break;

            case eEaseType.QuintIn:
                if (sEaseInQuint == null)
                {
                    sEaseInQuint = EaseInQuint;
                }
                func = EaseInQuint; break;

            case eEaseType.QuintOut:
                if (sEaseOutQuint == null)
                {
                    sEaseOutQuint = EaseOutQuint;
                }
                func = EaseOutQuint; break;

            case eEaseType.QuintInOut:
                if (sEaseInOutQuint == null)
                {
                    sEaseInOutQuint = EaseInOutQuint;
                }
                func = EaseInOutQuint; break;

            case eEaseType.QuintOutIn:
                if (sEaseOutInQuint == null)
                {
                    sEaseOutInQuint = EaseOutInQuint;
                }
                func = EaseOutInQuint; break;

            case eEaseType.ExpoIn:
                if (sEaseInExpo == null)
                {
                    sEaseInExpo = EaseInExpo;
                }
                func = EaseInExpo; break;

            case eEaseType.ExpoOut:
                if (sEaseOutExpo == null)
                {
                    sEaseOutExpo = EaseOutExpo;
                }
                func = EaseOutExpo; break;

            case eEaseType.ExpoInOut:
                if (sEaseInOutExpo == null)
                {
                    sEaseInOutExpo = EaseInOutExpo;
                }
                func = EaseInOutExpo; break;

            case eEaseType.ExpoOutIn:
                if (sEaseOutInExpo == null)
                {
                    sEaseOutInExpo = EaseOutInExpo;
                }
                func = EaseOutInExpo; break;

            case eEaseType.CircIn:
                if (sEaseInCirc == null)
                {
                    sEaseInCirc = EaseInCirc;
                }
                func = EaseInCirc; break;

            case eEaseType.CircOut:
                if (sEaseOutCirc == null)
                {
                    sEaseOutCirc = EaseOutCirc;
                }
                func = EaseOutCirc; break;

            case eEaseType.CircInOut:
                if (sEaseInOutCirc == null)
                {
                    sEaseInOutCirc = EaseInOutCirc;
                }
                func = EaseInOutCirc; break;

            case eEaseType.CircOutIn:
                if (sEaseOutInCirc == null)
                {
                    sEaseOutInCirc = EaseOutInCirc;
                }
                func = EaseOutInCirc; break;

            case eEaseType.SineIn:
                if (sEaseInSine == null)
                {
                    sEaseInSine = EaseInSine;
                }
                func = EaseInSine; break;

            case eEaseType.SineOut:
                if (sEaseOutSine == null)
                {
                    sEaseOutSine = EaseOutSine;
                }
                func = EaseOutSine; break;

            case eEaseType.SineInOut:
                if (sEaseInOutSine == null)
                {
                    sEaseInOutSine = EaseInOutSine;
                }
                func = EaseInOutSine; break;

            case eEaseType.SineOutIn:
                if (sEaseOutInSine == null)
                {
                    sEaseOutInSine = EaseOutInSine;
                }
                func = EaseOutInSine; break;

            case eEaseType.ElasticIn:
                if (sEaseInElastic == null)
                {
                    sEaseInElastic = EaseInElastic;
                }
                func = EaseInElastic; break;

            case eEaseType.ElasticOut:
                if (sEaseOutElastic == null)
                {
                    sEaseOutElastic = EaseOutElastic;
                }
                func = EaseOutElastic; break;

            case eEaseType.ElasticInOut:
                if (sEaseInOutElastic == null)
                {
                    sEaseInOutElastic = EaseInOutElastic;
                }
                func = EaseInOutElastic; break;

            case eEaseType.ElasticOutIn:
                if (sEaseOutInElastic == null)
                {
                    sEaseOutInElastic = EaseOutInElastic;
                }
                func = EaseOutInElastic; break;

            case eEaseType.BounceIn:
                if (sEaseInBounce == null)
                {
                    sEaseInBounce = EaseInBounce;
                }
                func = EaseInBounce; break;

            case eEaseType.BounceOut:
                if (sEaseOutBounce == null)
                {
                    sEaseOutBounce = EaseOutBounce;
                }
                func = EaseOutBounce; break;

            case eEaseType.BounceInOut:
                if (sEaseInOutBounce == null)
                {
                    sEaseInOutBounce = EaseInOutBounce;
                }
                func = EaseInOutBounce; break;

            case eEaseType.BounceOutIn:
                if (sEaseOutInBounce == null)
                {
                    sEaseOutInBounce = EaseOutInBounce;
                }
                func = EaseOutInBounce; break;

            case eEaseType.BackIn:
                if (sEaseInBack == null)
                {
                    sEaseInBack = EaseInBack;
                }
                func = EaseInBack; break;

            case eEaseType.BackOut:
                if (sEaseOutBack == null)
                {
                    sEaseOutBack = EaseOutBack;
                }
                func = EaseOutBack; break;

            case eEaseType.BackInOut:
                if (sEaseInOutBack == null)
                {
                    sEaseInOutBack = EaseInOutBack;
                }
                func = EaseInOutBack; break;

            case eEaseType.BackOutIn:
                if (sEaseOutInBack == null)
                {
                    sEaseOutInBack = EaseOutInBack;
                }
                func = EaseOutInBack; break;
            }
            if (func != null)
            {
                return(func);
            }
            if (sEaseLinear == null)
            {
                sEaseLinear = EaseLinear;
            }
            return(sEaseLinear);
        }
Beispiel #4
0
	// ######################################################################
	// EaseType Converter for DOTween/HOTween/LeanTween/iTween
	// ######################################################################

	#region EaseType Converter

#if DOTWEEN
	// DOTween: https://www.assetstore.unity3d.com/en/#!/content/27676
	// DOTween Documentation: http://dotween.demigiant.com/documentation.php
	public Ease DOTweenEaseType(eEaseType easeType)
	{
		Ease result = Ease.Linear;
		switch (easeType)
		{
		case eEaseType.InQuad:			result = Ease.InQuad; break;
		case eEaseType.OutQuad:			result = Ease.OutQuad; break;
		case eEaseType.InOutQuad:		result = Ease.InOutQuad; break;
		case eEaseType.InCubic:			result = Ease.OutCubic; break;
		case eEaseType.OutCubic:		result = Ease.OutCubic; break;
		case eEaseType.InOutCubic:		result = Ease.InOutCubic; break;
		case eEaseType.InQuart:			result = Ease.InQuart; break;
		case eEaseType.OutQuart:		result = Ease.OutQuart; break;
		case eEaseType.InOutQuart:		result = Ease.InOutQuart; break;
		case eEaseType.InQuint:			result = Ease.InQuint; break;
		case eEaseType.OutQuint:		result = Ease.OutQuint; break;
		case eEaseType.InOutQuint:		result = Ease.InOutQuint; break;
		case eEaseType.InSine:			result = Ease.InSine; break;
		case eEaseType.OutSine:			result = Ease.OutSine; break;
		case eEaseType.InOutSine:		result = Ease.InOutSine; break;
		case eEaseType.InExpo:			result = Ease.InExpo; break;
		case eEaseType.OutExpo:			result = Ease.OutExpo; break;
		case eEaseType.InOutExpo:		result = Ease.InOutExpo; break;
		case eEaseType.InCirc:			result = Ease.InCirc; break;
		case eEaseType.OutCirc:			result = Ease.OutCirc; break;
		case eEaseType.InOutCirc:		result = Ease.InOutCirc; break;
		case eEaseType.linear:			result = Ease.Linear; break;
		case eEaseType.InBounce:		result = Ease.InBounce; break;
		case eEaseType.OutBounce:		result = Ease.OutBounce; break;
		case eEaseType.InOutBounce:		result = Ease.InOutBounce; break;
		case eEaseType.InBack:			result = Ease.InBack; break;
		case eEaseType.OutBack:			result = Ease.OutBack; break;
		case eEaseType.InOutBack:		result = Ease.InOutBack; break;
		case eEaseType.InElastic:		result = Ease.InElastic; break;
		case eEaseType.OutElastic:		result = Ease.OutElastic; break;
		case eEaseType.InOutElastic:	result = Ease.InOutElastic; break;
		default:						result = Ease.Linear; break;
		}
		return result;
	}
Beispiel #5
0
	// iTween: https://www.assetstore.unity3d.com/#/content/84 
	// iTween Documentation: http://itween.pixelplacement.com/documentation.php
	public string iTweenEaseType(eEaseType easeType)
	{
		string result = "linear";
		switch (easeType)
		{
		case eEaseType.InQuad:			result = "easeInQuad"; break;
		case eEaseType.OutQuad:			result = "easeOutQuad"; break;
		case eEaseType.InOutQuad:		result = "easeInOutQuad"; break;
		case eEaseType.InCubic:			result = "easeOutCubic"; break;
		case eEaseType.OutCubic:		result = "easeOutCubic"; break;
		case eEaseType.InOutCubic:		result = "easeInOutCubic"; break;
		case eEaseType.InQuart:			result = "easeInQuart"; break;
		case eEaseType.OutQuart:		result = "easeOutQuart"; break;
		case eEaseType.InOutQuart:		result = "easeInOutQuart"; break;
		case eEaseType.InQuint:			result = "easeInQuint"; break;
		case eEaseType.OutQuint:		result = "easeOutQuint"; break;
		case eEaseType.InOutQuint:		result = "easeInOutQuint"; break;
		case eEaseType.InSine:			result = "easeInSine"; break;
		case eEaseType.OutSine:			result = "easeOutSine"; break;
		case eEaseType.InOutSine:		result = "easeInOutSine"; break;
		case eEaseType.InExpo:			result = "easeInExpo"; break;
		case eEaseType.OutExpo:			result = "easeOutExpo"; break;
		case eEaseType.InOutExpo:		result = "easeInOutExpo"; break;
		case eEaseType.InCirc:			result = "easeInCirc"; break;
		case eEaseType.OutCirc:			result = "easeOutCirc"; break;
		case eEaseType.InOutCirc:		result = "easeInOutCirc"; break;
		case eEaseType.linear:			result = "linear"; break;
		case eEaseType.InBounce:		result = "easeInBounce"; break;
		case eEaseType.OutBounce:		result = "easeOutBounce"; break;
		case eEaseType.InOutBounce:		result = "easeInOutBounce"; break;
		case eEaseType.InBack:			result = "easeInBack"; break;
		case eEaseType.OutBack:			result = "easeOutBack"; break;
		case eEaseType.InOutBack:		result = "easeInOutBack"; break;
		case eEaseType.InElastic:		result = "easeInElastic"; break;
		case eEaseType.OutElastic:		result = "easeOutElastic"; break;
		case eEaseType.InOutElastic:	result = "easeInOutElastic"; break;
		default:						result = "linear"; break;
		}
		return result;
	}
Beispiel #6
0
    public static string EaseTypeConvert(eEaseType easeType)
    {
        string result = "linear";

        switch (easeType)
        {
        case eEaseType.InQuad:
            result = "EaseInQuad";
            break;

        case eEaseType.OutQuad:
            result = "EaseOutQuad";
            break;

        case eEaseType.InOutQuad:
            result = "EaseInOutQuad";
            break;

        case eEaseType.InCubic:
            result = "EaseOutCubic";
            break;

        case eEaseType.OutCubic:
            result = "EaseOutCubic";
            break;

        case eEaseType.InOutCubic:
            result = "EaseInOutCubic";
            break;

        case eEaseType.InQuart:
            result = "EaseInQuart";
            break;

        case eEaseType.OutQuart:
            result = "EaseOutQuart";
            break;

        case eEaseType.InOutQuart:
            result = "EaseInOutQuart";
            break;

        case eEaseType.InQuint:
            result = "EaseInQuint";
            break;

        case eEaseType.OutQuint:
            result = "EaseOutQuint";
            break;

        case eEaseType.InOutQuint:
            result = "EaseInOutQuint";
            break;

        case eEaseType.InSine:
            result = "EaseInSine";
            break;

        case eEaseType.OutSine:
            result = "EaseOutSine";
            break;

        case eEaseType.InOutSine:
            result = "EaseInOutSine";
            break;

        case eEaseType.InExpo:
            result = "EaseInExpo";
            break;

        case eEaseType.OutExpo:
            result = "EaseOutExpo";
            break;

        case eEaseType.InOutExpo:
            result = "EaseInOutExpo";
            break;

        case eEaseType.InCirc:
            result = "EaseInCirc";
            break;

        case eEaseType.OutCirc:
            result = "EaseOutCirc";
            break;

        case eEaseType.InOutCirc:
            result = "EaseInOutCirc";
            break;

        case eEaseType.linear:
            result = "Linear";
            break;

        case eEaseType.InBounce:
            result = "EaseInBounce";
            break;

        case eEaseType.OutBounce:
            result = "EaseOutBounce";
            break;

        case eEaseType.InOutBounce:
            result = "EaseInOutBounce";
            break;

        case eEaseType.InBack:
            result = "EaseInBack";
            break;

        case eEaseType.OutBack:
            result = "EaseOutBack";
            break;

        case eEaseType.InOutBack:
            result = "EaseInOutBack";
            break;

        case eEaseType.InElastic:
            result = "EaseInElastic";
            break;

        case eEaseType.OutElastic:
            result = "EaseOutElastic";
            break;

        case eEaseType.InOutElastic:
            result = "EaseInOutElastic";
            break;

        default:
            result = "Linear";
            break;
        }
        return(result);
    }
Beispiel #7
0
    public static LeanTweenType EaseTypeConvert(eEaseType easeType)
    {
        LeanTweenType result = LeanTweenType.linear;

        switch (easeType)
        {
        case eEaseType.InQuad: result = LeanTweenType.easeInQuad; break;

        case eEaseType.OutQuad:        result = LeanTweenType.easeOutQuad; break;

        case eEaseType.InOutQuad:      result = LeanTweenType.easeInOutQuad; break;

        case eEaseType.InCubic:        result = LeanTweenType.easeOutCubic; break;

        case eEaseType.OutCubic:       result = LeanTweenType.easeOutCubic; break;

        case eEaseType.InOutCubic:     result = LeanTweenType.easeInOutCubic; break;

        case eEaseType.InQuart:        result = LeanTweenType.easeInQuart; break;

        case eEaseType.OutQuart:       result = LeanTweenType.easeOutQuart; break;

        case eEaseType.InOutQuart:     result = LeanTweenType.easeInOutQuart; break;

        case eEaseType.InQuint:        result = LeanTweenType.easeInQuint; break;

        case eEaseType.OutQuint:       result = LeanTweenType.easeOutQuint; break;

        case eEaseType.InOutQuint:     result = LeanTweenType.easeInOutQuint; break;

        case eEaseType.InSine: result = LeanTweenType.easeInSine; break;

        case eEaseType.OutSine:        result = LeanTweenType.easeOutSine; break;

        case eEaseType.InOutSine:      result = LeanTweenType.easeInOutSine; break;

        case eEaseType.InExpo: result = LeanTweenType.easeInExpo; break;

        case eEaseType.OutExpo:        result = LeanTweenType.easeOutExpo; break;

        case eEaseType.InOutExpo:      result = LeanTweenType.easeInOutExpo; break;

        case eEaseType.InCirc: result = LeanTweenType.easeInCirc; break;

        case eEaseType.OutCirc:        result = LeanTweenType.easeOutCirc; break;

        case eEaseType.InOutCirc:      result = LeanTweenType.easeInOutCirc; break;

        case eEaseType.linear: result = LeanTweenType.linear; break;

        case eEaseType.InBounce:       result = LeanTweenType.easeInBounce; break;

        case eEaseType.OutBounce:      result = LeanTweenType.easeOutBounce; break;

        case eEaseType.InOutBounce:    result = LeanTweenType.easeInOutBounce; break;

        case eEaseType.InBack: result = LeanTweenType.easeInBack; break;

        case eEaseType.OutBack:        result = LeanTweenType.easeOutBack; break;

        case eEaseType.InOutBack:      result = LeanTweenType.easeInOutBack; break;

        case eEaseType.InElastic:      result = LeanTweenType.easeInElastic; break;

        case eEaseType.OutElastic:     result = LeanTweenType.easeOutElastic; break;

        case eEaseType.InOutElastic:   result = LeanTweenType.easeInOutElastic; break;

        default:       result = LeanTweenType.linear; break;
        }
        return(result);
    }
Beispiel #8
0
    // ########################################
    // EaseType Converter Functions
    // ########################################

    #region EaseType Converter Functions

#if USE_DOTWEEN        // use DOTween: https://www.assetstore.unity3d.com/en/#!/content/27676 Documentation: http://dotween.demigiant.com/documentation.php
    // DOTween: https://www.assetstore.unity3d.com/en/#!/content/27676
    // DOTween Documentation: http://dotween.demigiant.com/documentation.php
    public static Ease DOTweenEaseType(eEaseType easeType)
    {
        Ease result = Ease.Linear;

        switch (easeType)
        {
        case eEaseType.InQuad:                  result = Ease.InQuad; break;

        case eEaseType.OutQuad:                 result = Ease.OutQuad; break;

        case eEaseType.InOutQuad:               result = Ease.InOutQuad; break;

        case eEaseType.InCubic:                 result = Ease.OutCubic; break;

        case eEaseType.OutCubic:                result = Ease.OutCubic; break;

        case eEaseType.InOutCubic:              result = Ease.InOutCubic; break;

        case eEaseType.InQuart:                 result = Ease.InQuart; break;

        case eEaseType.OutQuart:                result = Ease.OutQuart; break;

        case eEaseType.InOutQuart:              result = Ease.InOutQuart; break;

        case eEaseType.InQuint:                 result = Ease.InQuint; break;

        case eEaseType.OutQuint:                result = Ease.OutQuint; break;

        case eEaseType.InOutQuint:              result = Ease.InOutQuint; break;

        case eEaseType.InSine:                  result = Ease.InSine; break;

        case eEaseType.OutSine:                 result = Ease.OutSine; break;

        case eEaseType.InOutSine:               result = Ease.InOutSine; break;

        case eEaseType.InExpo:                  result = Ease.InExpo; break;

        case eEaseType.OutExpo:                 result = Ease.OutExpo; break;

        case eEaseType.InOutExpo:               result = Ease.InOutExpo; break;

        case eEaseType.InCirc:                  result = Ease.InCirc; break;

        case eEaseType.OutCirc:                 result = Ease.OutCirc; break;

        case eEaseType.InOutCirc:               result = Ease.InOutCirc; break;

        case eEaseType.linear:                  result = Ease.Linear; break;

        case eEaseType.InBounce:                result = Ease.InBounce; break;

        case eEaseType.OutBounce:               result = Ease.OutBounce; break;

        case eEaseType.InOutBounce:             result = Ease.InOutBounce; break;

        case eEaseType.InBack:                  result = Ease.InBack; break;

        case eEaseType.OutBack:                 result = Ease.OutBack; break;

        case eEaseType.InOutBack:               result = Ease.InOutBack; break;

        case eEaseType.InElastic:               result = Ease.InElastic; break;

        case eEaseType.OutElastic:              result = Ease.OutElastic; break;

        case eEaseType.InOutElastic:    result = Ease.InOutElastic; break;

        default:                                                result = Ease.Linear; break;
        }
        return(result);
    }