/// <summary> /// Calculate a Ease In from a pourcent /// </summary> /// <param name="linearStep">Pourcent on the ease</param> /// <param name="type">Easing Type</param> public static float EaseIn(float linearStep, EasingType type) { switch (type) { case EasingType.Step: return(Mathf.Round(linearStep)); default: case EasingType.Linear: return(linearStep); case EasingType.Sine: return(Sine.EaseIn(linearStep)); case EasingType.Quadratic: return(Power.EaseIn(linearStep, 2)); case EasingType.Cubic: return(Power.EaseIn(linearStep, 3)); case EasingType.Quartic: return(Power.EaseIn(linearStep, 4)); case EasingType.Quintic: return(Power.EaseIn(linearStep, 5)); case EasingType.Elastic: return(Elastic.EaseIn(linearStep)); case EasingType.Bounce: return(Bounce.EaseIn(linearStep)); case EasingType.Back: return(Back.EaseIn(linearStep)); case EasingType.Expo: return(Expo.EaseIn(linearStep)); case EasingType.Circ: return(Circ.EaseIn(linearStep)); } }
public static float EaseIn(float linearStep, EaseType type) { switch (type) { case EaseType.None: return(1); case EaseType.Linear: return(linearStep); case EaseType.Sine: return(Sine.EaseIn(linearStep)); case EaseType.Quad: return(Power.EaseIn(linearStep, 2)); case EaseType.Cubic: return(Power.EaseIn(linearStep, 3)); case EaseType.Quartic: return(Power.EaseIn(linearStep, 4)); case EaseType.Quintic: return(Power.EaseIn(linearStep, 5)); case EaseType.Circ: return(Circ.EaseIn(linearStep)); case EaseType.Bounce: return(Bounce.EaseIn(linearStep)); case EaseType.Back: return(Back.EaseIn(linearStep)); case EaseType.Elastic: return(Elastic.EaseIn(linearStep)); } Debug.LogError("Um."); return(0); }
internal static float Ease(Type ease, float t, float duration) { switch (ease) { case Type.Linear: return(Linear.EaseNone(t, duration)); case Type.BackIn: return(Back.EaseIn(t, duration)); case Type.BackOut: return(Back.EaseOut(t, duration)); case Type.BackInOut: return(Back.EaseInOut(t, duration)); case Type.BounceIn: return(Bounce.EaseIn(t, duration)); case Type.BounceOut: return(Bounce.EaseOut(t, duration)); case Type.BounceInOut: return(Bounce.EaseInOut(t, duration)); case Type.CircIn: return(Circular.EaseIn(t, duration)); case Type.CircOut: return(Circular.EaseOut(t, duration)); case Type.CircInOut: return(Circular.EaseInOut(t, duration)); case Type.CubicIn: return(Cubic.EaseIn(t, duration)); case Type.CubicOut: return(Cubic.EaseOut(t, duration)); case Type.CubicInOut: return(Cubic.EaseInOut(t, duration)); case Type.ElasticIn: return(Elastic.EaseIn(t, duration)); case Type.ElasticOut: return(Elastic.EaseOut(t, duration)); case Type.ElasticInOut: return(Elastic.EaseInOut(t, duration)); case Type.Punch: return(Elastic.Punch(t, duration)); case Type.ExpoIn: return(Exponential.EaseIn(t, duration)); case Type.ExpoOut: return(Exponential.EaseOut(t, duration)); case Type.ExpoInOut: return(Exponential.EaseInOut(t, duration)); case Type.QuadIn: return(Quadratic.EaseIn(t, duration)); case Type.QuadOut: return(Quadratic.EaseOut(t, duration)); case Type.QuadInOut: return(Quadratic.EaseInOut(t, duration)); case Type.QuartIn: return(Quartic.EaseIn(t, duration)); case Type.QuartOut: return(Quartic.EaseOut(t, duration)); case Type.QuartInOut: return(Quartic.EaseInOut(t, duration)); case Type.QuintIn: return(Quintic.EaseIn(t, duration)); case Type.QuintOut: return(Quintic.EaseOut(t, duration)); case Type.QuintInOut: return(Quintic.EaseInOut(t, duration)); case Type.SineIn: return(Sinusoidal.EaseIn(t, duration)); case Type.SineOut: return(Sinusoidal.EaseOut(t, duration)); case Type.SineInOut: return(Sinusoidal.EaseInOut(t, duration)); default: return(Linear.EaseNone(t, duration)); } }
public override double Ease(double t, double b, double c, double d) { return(Back.EaseIn(t, b, c, d)); }