public float Update(float dt) { if (duration < time) { duration = Mathf.Min(duration + dt, time); float d = duration / time; value = Easing.Ease(easeType, start, end, d); return(value); } else { value = end; return(value); } }
protected override Quaternion InternalEase(float d) { return(Easing.Ease(easeType, start, end, d)); }
protected override float CalcEase() { return(Easing.Ease(type, startParam, endParam, now / time)); }
protected override Quaternion CalcEase() { return(Easing.Ease(type, startParam, endParam, now / time)); }