/// <summary> /// Calculate the Ease from a pourcent /// </summary> /// <param name="linearStep">Pourcent on the ease</param> /// <param name="part">Easing Part</param> /// <param name="type">Easing Type</param> /// <returns>A easing float</returns> public static float Ease(float linearStep, EasingPart part = EasingPart.NoEase, EasingType type = EasingType.Linear) { switch (part) { default: case EasingPart.NoEase: return(linearStep); case EasingPart.EaseIn: return(EaseIn(linearStep, type)); case EasingPart.EaseOut: return(EaseOut(linearStep, type)); case EasingPart.EaseInOut: return(EaseInOut(linearStep, type)); case EasingPart.EaseOutIn: return(EaseOutIn(linearStep, type)); } }
/// <summary> /// Calculate the Ease position between two Color32 /// </summary> /// <param name="linearStep">Pourcent on the ease</param> /// <param name="part">Easing Part</param> /// <param name="type">Easing Type</param> /// <returns>A easing Color32</returns> public static Color32 EaseColor32(Color32 from, Color32 to, float linearStep, EasingPart part = EasingPart.NoEase, EasingType type = EasingType.Linear) { return(Color32.LerpUnclamped(from, to, Ease(linearStep, part, type))); }
/// <summary> /// Calculate the Ease rotation between two Quaternion /// </summary> /// <param name="linearStep">Pourcent on the ease</param> /// <param name="part">Easing Part</param> /// <param name="type">Easing Type</param> /// <returns>A easing Quaternion</returns> public static Quaternion EaseQuaternion(Quaternion from, Quaternion to, float linearStep, EasingPart part = EasingPart.NoEase, EasingType type = EasingType.Linear) { return(Quaternion.LerpUnclamped(from, to, Ease(linearStep, part, type))); }
/// <summary> /// Calculate the Ease position between two Vector4 /// </summary> /// <param name="linearStep">Pourcent on the ease</param> /// <param name="part">Easing Part</param> /// <param name="type">Easing Type</param> /// <returns>A easing Vector4</returns> public static Vector4 EaseVector4(Vector4 from, Vector4 to, float linearStep, EasingPart part = EasingPart.NoEase, EasingType type = EasingType.Linear) { return(Vector4.LerpUnclamped(from, to, Ease(linearStep, part, type))); }