/// <summary>
        /// Converts all Ease Equations into AnimationCurves.
        /// Certain Ease Equations are treated slithly differently - e,g, 'BounceEase' to get correct graph.
        /// </summary>
        public void ConvertAllEaseEquations()
        {
            ConversionProperties cp = CreateConversionProperties();

            List <AnimationCurve> curves = new List <AnimationCurve>();

            // All Ease conversions share the same conversion properties with exception of SmoothTangentMaxAngle
            foreach (EaseEquations e in Enum.GetValues(typeof(EaseEquations)))
            {
                switch (e)
                {
                case EaseEquations.BounceEaseIn:
                case EaseEquations.BounceEaseInOut:
                case EaseEquations.BounceEaseOut:
                case EaseEquations.BounceEaseOutIn:
                    cp.m_SmoothTangentMaxAngle = 60f; break;

                default:
                    cp.m_SmoothTangentMaxAngle = 180f; break;
                }

                AnimationCurve ac = new AnimationCurve();
                EasingToAnimationCurve.ConvertEaseEquationToCurve(e, ac, cp, false);
                curves.Add(ac);
            }

            m_AnimationCurves = curves.ToArray();
        }
        public void ConvertEaseEquationToCurve()
        {
            ConversionProperties cp = new ConversionProperties();

            cp.m_FitError              = m_FitError;
            cp.m_RdpError              = m_RdpError;
            cp.m_PointDistance         = m_PointDistance;
            cp.m_NumEquationSteps      = m_NumEquationSteps;
            cp.m_MaxStepsBetweenPoints = m_MaxStepsBetweenPoints;
            cp.m_UseCurveFit           = m_UseCurveFit;
            cp.m_TangentMode           = m_TangentMode;
            cp.m_PreprocessMode        = m_PreprocessMode;
            cp.m_SmoothTangentMaxAngle = m_SmoothTangentMaxAngle;

            EasingToAnimationCurve.ConvertEaseEquationToCurve(m_Equation, m_TargetAnimCurve, cp, m_DebugConversion);
        }