private IEnumerator ScrollSpeedFader(float to, float duration, FadingType type)
        {
            float start = _scrollingSpeed;
            float t     = 0;

            while (t < duration)
            {
                float tn = t / duration;
                switch (type)
                {
                case FadingType.LINEAR:
                    _scrollingSpeed = Maths.Lerp(start, to, tn);
                    break;

                case FadingType.SMOOTH_STEP:
                    _scrollingSpeed = Maths.Lerp(start, to, Maths.SmoothStep(0, 1, tn));
                    break;

                case FadingType.FADE_IN:
                    _scrollingSpeed = Maths.Lerp(start, to, Maths.EaseIn(tn));
                    break;

                case FadingType.FADE_OUT:
                    _scrollingSpeed = Maths.Lerp(start, to, Maths.EaseOut(tn));
                    break;
                }

                t += Program.UpdateTime.DeltaTime;
                yield return(null);
            }

            _scrollingSpeed = to;
            _fade           = null;
        }
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        public WaveModifier(FadingType smoothing, WaveType type, WaveModifier frequency, WaveModifier amplitude, float phase, float phaseShift)
        {
            _smoothing = smoothing;
            _type      = type;

            _modFrequency = frequency;
            _modAmplitude = amplitude;

            _phase      = phase * Maths.Deg2Rad;
            _phaseShift = phaseShift * Maths.Deg2Rad;
        }
        public FadingFont(SpriteFont font, Vector2 position, float startingAlpha, float targetAlpha, float fadeStep, float brightness, String text, Color tintColor, Vector2 shadowPosition, Color shadowColor, FadingType fadingType, bool startFading)
            : base(font, text, position, tintColor, shadowPosition, shadowColor)
        {
            _startingAlpha = startingAlpha;
            _targetAlpha = targetAlpha;
            _fadeStep = fadeStep;
            _fadeType = fadingType;

            _startingTintColor = tintColor;
            _startingShadowColor = shadowColor;

            Reset();
        }
        public FadingFont(SpriteFont font, Vector2 position, float startingAlpha, float targetAlpha, float fadeStep, float brightness, String text, Color tintColor, Vector2 shadowPosition, Color shadowColor, FadingType fadingType, bool startFading)
            : base(font, text, position, tintColor, shadowPosition, shadowColor)
        {
            _startingAlpha = startingAlpha;
            _targetAlpha   = targetAlpha;
            _fadeStep      = fadeStep;
            _fadeType      = fadingType;

            _startingTintColor   = tintColor;
            _startingShadowColor = shadowColor;

            Reset();
        }
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        public WaveModifier(FadingType smoothing, WaveType type, float frequency, float minAmplitude, float maxAmplitude, float phase, float phaseShift)
        {
            _smoothing = smoothing;
            _type      = type;

            _frequency    = frequency;
            _amplitudeMin = minAmplitude;
            _amplitudeMax = maxAmplitude;

            _modFrequency = null;
            _modAmplitude = null;

            _phase      = phase * Maths.Deg2Rad;
            _phaseShift = phaseShift * Maths.Deg2Rad;
        }
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        private void StartFadingCoroutines(FadingType type)
        {
            switch (type)
            {
            case FadingType.FadeIn:
            {
                foreach (var sceneFader in _sceneFaders)
                {
                    sceneFader.FadeIn(GetDuration(sceneFader));
                }

                break;
            }

            case FadingType.FadeOut:
            {
                foreach (var sceneFader in _sceneFaders)
                {
                    sceneFader.FadeOut(GetDuration(sceneFader));
                }

                break;
            }

            default:
                throw new ArgumentOutOfRangeException(nameof(type), type, null);
            }

            float GetDuration(SceneFader sceneFader)
            {
                if (sceneFader.fadingDurationOverride != 0f)
                {
                    return(sceneFader.fadingDurationOverride);
                }

                return(fadingDuration);
            }
        }
 public void StartScrollSpeedFade(float to, float duration, FadingType type)
 {
     _fade = ScrollSpeedFader(to, duration, type);
 }