public static Rectangle ease(EaseType easeType, ref Rectangle from, ref Rectangle to, float t, float duration) { return(unclampedLerp(ref from, ref to, EaseHelper.ease(easeType, t, duration))); }
public static Quaternion ease(EaseType easeType, Quaternion from, Quaternion to, float t, float duration) { return(Quaternion.Lerp(from, to, EaseHelper.ease(easeType, t, duration))); }
public static Color ease(EaseType easeType, ref Color from, ref Color to, float t, float duration) { return(unclampedLerp(ref from, ref to, EaseHelper.ease(easeType, t, duration))); }
public static float ease(EaseType easeType, float from, float to, float t, float duration) { return(unclampedLerp(from, to, EaseHelper.ease(easeType, t, duration))); }
public static Vector4 ease(EaseType easeType, Vector4 from, Vector4 to, float t, float duration) { return(unclampedLerp(from, to, EaseHelper.ease(easeType, t, duration))); }
public static Rectangle ease(EaseType easeType, Rectangle from, Rectangle to, float t, float duration) { return(lerp(from, to, EaseHelper.ease(easeType, t, duration))); }
public static Color ease(EaseType easeType, Color from, Color to, float t, float duration) { return(lerp(from, to, EaseHelper.ease(easeType, t, duration))); }
public static Vector2 easeAngle(EaseType easeType, Vector2 from, Vector2 to, float t, float duration) { return(angleLerp(from, to, EaseHelper.ease(easeType, t, duration))); }
public static Vector3 ease(EaseType easeType, Vector3 from, Vector3 to, float t, float duration) { return(lerp(from, to, EaseHelper.ease(easeType, t, duration))); }
public static System.Numerics.Vector2 EaseAngle(EaseType easeType, System.Numerics.Vector2 from, System.Numerics.Vector2 to, float t, float duration) { return(AngleLerp(from, to, EaseHelper.Ease(easeType, t, duration))); }