public float Update(float value, float duration, EaseType easeType, float deltaTime) { if (Current == value) { return(value); } if (Goal != value) { CurrentTime = 0; Start = Current; Goal = value; } CurrentTime += deltaTime; if (CurrentTime >= duration || Current == Goal) { Current = Goal; } else { Current = Easing.GetCurve(Start, Goal, CurrentTime / duration, easeType); } return(Current); }
public Vector3 GetCurve(Vector3 start, Vector3 end, EaseType easeType) { return(Easing.GetCurve(start, end, Time01, easeType)); }
public float GetCurve(float start, float end, EaseType easeType) { return(Easing.GetCurve(start, end, Time01, easeType)); }
public Vector4 GetCurveInverse(Vector4 start, Vector4 end, EaseType easeType) { return(Easing.GetCurve(start, end, Time01Inverse, easeType)); }