public void Start(float start, float end, float speed, MCEaseType easeType = MCEaseType.Linear) { this.startValue = start; this.endValue = end; this.speed = speed; this.easeType = easeType; timer = 0; isStarted = true; }
public virtual void StartAnim(MCFloatAnimData data) { m_Data = data; if (data.overwriteEasing != null) { m_EaseType = data.overwriteEasing.type; } m_CachedFunction = easeFunction; m_Timer = 0.0f; m_Data.ResetTimedActions(); m_Started = true; }
public static EasingFunction Get(MCEaseType type) { switch (type) { case MCEaseType.Linear: return(Linear); case MCEaseType.EaseInQuad: return(EaseInQuad); case MCEaseType.EaseOutQuad: return(EaseOutQuad); case MCEaseType.EaseInOutQuad: return(EaseInOutQuad); case MCEaseType.EaseInCubic: return(EaseInCubic); case MCEaseType.EaseOutCubic: return(EaseOutCubic); case MCEaseType.EaseInOutCubic: return(EaseInOutCubic); case MCEaseType.EaseInQuart: return(EaseInQuart); case MCEaseType.EaseOutQuart: return(EaseOutQuart); case MCEaseType.EaseInOutQuart: return(EaseInOutQuart); case MCEaseType.EaseInQuint: return(EaseInQuint); case MCEaseType.EaseOutQuint: return(EaseOutQuint); case MCEaseType.EaseInOutQuint: return(EaseInOutQuint); case MCEaseType.EaseInSine: return(EaseInSine); case MCEaseType.EaseOutSine: return(EaseOutSine); case MCEaseType.EaseInOutSine: return(EaseInOutSine); case MCEaseType.EaseInExpo: return(EaseInExpo); case MCEaseType.EaseOutExpo: return(EaseOutExpo); case MCEaseType.EaseInOutExpo: return(EaseInOutExpo); case MCEaseType.EaseInCirc: return(EaseInCirc); case MCEaseType.EaseOutCirc: return(EaseOutCirc); case MCEaseType.EaseInOutCirc: return(EaseInOutCirc); default: return(Linear); } }