/// <summary> /// Calculate a Ease OutIn from a pourcent /// </summary> /// <param name="linearStep">Pourcent on the ease</param> /// <param name="type">Easing Type</param> public static float EaseOutIn(float linearStep, EasingType type) { switch (type) { case EasingType.Step: return(Mathf.Round(linearStep)); default: case EasingType.Linear: return(linearStep); case EasingType.Sine: return(Sine.EaseOutIn(linearStep)); case EasingType.Quadratic: return(Power.EaseOutIn(linearStep, 2)); case EasingType.Cubic: return(Power.EaseOutIn(linearStep, 3)); case EasingType.Quartic: return(Power.EaseOutIn(linearStep, 4)); case EasingType.Quintic: return(Power.EaseOutIn(linearStep, 5)); case EasingType.Elastic: return(Elastic.EaseOutIn(linearStep)); case EasingType.Bounce: return(Bounce.EaseOutIn(linearStep)); case EasingType.Back: return(Back.EaseOutIn(linearStep)); case EasingType.Expo: return(Expo.EaseOutIn(linearStep)); case EasingType.Circ: return(Circ.EaseOutIn(linearStep)); } }
public static float EaseOut(float linearStep, EaseType type) { switch (type) { case EaseType.None: return(1); case EaseType.Linear: return(linearStep); case EaseType.Sine: return(Sine.EaseOut(linearStep)); case EaseType.Quad: return(Power.EaseOut(linearStep, 2)); case EaseType.Cubic: return(Power.EaseOut(linearStep, 3)); case EaseType.Quartic: return(Power.EaseOut(linearStep, 4)); case EaseType.Quintic: return(Power.EaseOut(linearStep, 5)); case EaseType.Circ: return(Circ.EaseOut(linearStep)); case EaseType.Bounce: return(Bounce.EaseOut(linearStep)); case EaseType.Back: return(Back.EaseOut(linearStep)); case EaseType.Elastic: return(Elastic.EaseOut(linearStep)); } Debug.LogError("Um."); return(0); }
static Paints() { // triangle showing triangle.Color = Color.Khaki; triangle.StrokeWidth = 20 * F; //background and text color background.Color = Color.Rgb(132, 153, 177); text.Color = Color.Rgb(132, 153, 177); // button's inside color btns.Color = Color.Rgb(104, 80, 112); btns.SetStyle(Paint.Style.Fill); //button circlular's color Circ.Color = Color.Rgb(54, 21, 30); Circ.SetStyle(Paint.Style.Stroke); Circ.StrokeWidth = 5 * GameView.Factor; //result win color and other settings resultWin.Color = Color.Rgb(4, 153, 68); resultWin.SetStyle(Paint.Style.Fill); // result lose color and other settings resultLose.Color = Color.Rgb(165, 3, 54); resultLose.SetStyle(Paint.Style.Fill); //solo line player plSoloLine.Color = new Color(69, 105, 144); plSoloLine.StrokeWidth = 720 / 60 * GameView.Factor; plSoloLine.SetStyle(Paint.Style.Stroke); //solo line bot botSoloLine.Color = new Color(244, 91, 105); botSoloLine.StrokeWidth = 720 / 60 * GameView.Factor; botSoloLine.SetStyle(Paint.Style.Stroke); }