public float getProgress(float time) { if (time < 0) { time = 0; } else if (time > maxTime) { time = maxTime; } return(EaseAction.GetEaseAction(easeType, time / maxTime * (overNum - startNum) + startNum)); }
public Vector3 getProgressForVector3(float time) { if (time < 0) { time = 0; } else if (time > maxTime) { time = maxTime; } return(new Vector3( EaseAction.GetEaseAction(easeType, time / maxTime * (overVector.x - startVector.x) + startVector.x), EaseAction.GetEaseAction(easeType, time / maxTime * (overVector.y - startVector.y) + startVector.y), EaseAction.GetEaseAction(easeType, time / maxTime * (overVector.z - startVector.z)) + startVector.z)); }