public override Vector3 GetEulerAngles(Vector3 start, Vector3 end, float normalizedTime) { return(new Vector3( Easing.Clerp(start.x, end.x, m_RotationX.Evaluate(normalizedTime)), Easing.Clerp(start.y, end.y, m_RotationY.Evaluate(normalizedTime)), Easing.Clerp(start.z, end.z, m_RotationZ.Evaluate(normalizedTime)))); }
public override Vector3 GetLocalEulerAngles(Vector3 start, Vector3 end, float normalizedTime) { var eval = m_EaseCurve.Evaluate(normalizedTime); return(new Vector3( Easing.Clerp(start.x, end.x, eval), Easing.Clerp(start.y, end.y, eval), Easing.Clerp(start.z, end.z, eval))); }