private void Update() { if (Time.time - starttime <= Duration) { float num = 0f; num = (EaseType ? ((float)Quad.EaseOut((double)(Time.time - starttime), 0.0, 1.0, (double)Duration) * (EndPos - StartPos) + StartPos) : ((float)Quad.EaseInOut((double)(Time.time - starttime), 0.0, 1.0, (double)Duration) * (EndPos - StartPos) + StartPos)); base.transform.localEulerAngles = new Vector3(0f, 0f, num); } else { base.transform.localEulerAngles = new Vector3(0f, 0f, EndPos); } }