public float Out(float time)
        {
            switch (type)
            {
            case AnimationEasingType.LinearEasing: return(time);

            case AnimationEasingType.QuadraticEasing: return(time * (time - 2) * -1);

            case AnimationEasingType.CubicEasing: return(Mathf.Pow(time - 1, 3) + 1);

            case AnimationEasingType.QuarticEasing: return((Mathf.Pow(time - 1, 4) - 1) * -1);

            case AnimationEasingType.QuinticEasing: return(Mathf.Pow(time - 1, 5) + 1);

            case AnimationEasingType.SinusoidalEasing: return(Mathf.Sin(time * (Mathf.PI / 2)));

            case AnimationEasingType.ExponentialEasing: return(-1 * Mathf.Pow(2, -10 * time) + 1);

            case AnimationEasingType.CircularEasing: return(Mathf.Sqrt(1 - Mathf.Pow(time - 1, 2)));

            case AnimationEasingType.BounceEasing: return(EasingHelper.BounceOut(time));

            case AnimationEasingType.BackEasing: return(EasingHelper.BackOut(time));

            case AnimationEasingType.ElasticEasing: return(ElasticOut(time));
            }
            return(time);
        }