/// <summary> /// Do not use with SCALE or FREERECT at same time! /// </summary> public void ScaleVec(EasingType easingEnum, int startTime, int endTime, float startVx, float startVy, float endVx, float endVy) { float ms = _timing.Offset; if (!IsFinished && ms >= startTime && ms <= endTime) { var t = (ms - startTime) / (endTime - startTime); Vx.RealTime = startVx + (float)easingEnum.Ease(t) * (endVx - startVx); Vy.RealTime = startVy + (float)easingEnum.Ease(t) * (endVy - startVy); } if (ms >= VTime.Max) { Vx.RealTimeToTarget(); Vy.RealTimeToTarget(); } }