private static float BounceIn(float time) { return(1 - Easer.BounceOut(1 - time)); }
private static float BounceInOut(float time) { return(time < 0.5f ? (1 - Easer.BounceOut(1 - 2 * time)) / 2 : (1 + Easer.BounceOut(2 * time - 1)) / 2); }
public static float Apply(EaseType ease, float time) { switch (ease) { default: return(0); case EaseType.Linear: return(Easer.Linear(time)); case EaseType.SineIn: return(Easer.SineIn(time)); case EaseType.SineOut: return(Easer.SineOut(time)); case EaseType.SineInOut: return(Easer.SineInOut(time)); case EaseType.QuadIn: return(Easer.QuadIn(time)); case EaseType.QuadOut: return(Easer.QuadOut(time)); case EaseType.QuadInOut: return(Easer.QuadInOut(time)); case EaseType.CubicIn: return(Easer.CubicIn(time)); case EaseType.CubicOut: return(Easer.CubicOut(time)); case EaseType.CubicInOut: return(Easer.CubicInOut(time)); case EaseType.QuartIn: return(Easer.QuartIn(time)); case EaseType.QuartOut: return(Easer.QuartOut(time)); case EaseType.QuartInOut: return(Easer.QuartInOut(time)); case EaseType.QuintIn: return(Easer.QuintIn(time)); case EaseType.QuintOut: return(Easer.QuintOut(time)); case EaseType.QuintInOut: return(Easer.QuintInOut(time)); case EaseType.ExpoIn: return(Easer.ExpoIn(time)); case EaseType.ExpoOut: return(Easer.ExpoOut(time)); case EaseType.ExpoInOut: return(Easer.ExpoInOut(time)); case EaseType.CircIn: return(Easer.CircIn(time)); case EaseType.CircOut: return(Easer.CircOut(time)); case EaseType.CircInOut: return(Easer.CircInOut(time)); case EaseType.BackIn: return(Easer.BackIn(time)); case EaseType.BackOut: return(Easer.BackOut(time)); case EaseType.BackInOut: return(Easer.BackInOut(time)); case EaseType.ElasticIn: return(Easer.ElasticIn(time)); case EaseType.ElasticOut: return(Easer.ElasticOut(time)); case EaseType.ElasticInOut: return(Easer.ElasticInOut(time)); case EaseType.BounceIn: return(Easer.BounceIn(time)); case EaseType.BounceOut: return(Easer.BounceOut(time)); case EaseType.BounceInOut: return(Easer.BounceInOut(time)); } }