private static float EaseInOutBounce_(float time, float duration) { return((double)time < (double)duration * 0.5 ? EasingFunctions.EaseInBounce_(time * 2f, duration) * 0.5f : (float)((double)EasingFunctions.EaseOutBounce_(time * 2f - duration, duration) * 0.5 + 0.5)); }
private static float EaseInBounce_(float time, float duration) { return(1f - EasingFunctions.EaseOutBounce_(duration - time, duration)); }