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)); } }