// public AnimationCurve alphaOverTime; IEnumerator AnimateCircle() { float t = 0; while (t < animationDuration) { t += Time.deltaTime; float percent = t / animationDuration; radius = maxRadius * EZEasings.SmoothStop2(percent); Color lineColor = GetComponent <LineRenderer>().material.color; // float alpha = alphaOverTime.Evaluate(percent); // lineColor.a = alpha; line.material.color = lineColor; line.startColor = lineColor; line.endColor = lineColor; yield return(new WaitForEndOfFrame()); } Destroy(gameObject); }
public static float GetSmoothStop2Range(Property p, float t) { return(p.start + (p.end - p.start) * EZEasings.SmoothStop2(t)); }