public void Fade(float time, FadeInfo fadeInfo, FadeLayout state)
        {
            state.CanvasGrouup.alpha = TPMath.PingPong(time * 2, 1f);

            if (time >= 0.5f && !string.IsNullOrEmpty(fadeInfo.FadeToScene))
            {
                SceneManager.LoadScene(fadeInfo.FadeToScene);
            }
        }
 public void PingPong()
 {
     CompareFloats(0, TPMath.PingPong(0, 1));
     CompareFloats(0.1f, TPMath.PingPong(0.1f, 1));
     CompareFloats(0.5f, TPMath.PingPong(0.5f, 1));
     CompareFloats(0.9f, TPMath.PingPong(0.9f, 1));
     CompareFloats(1, TPMath.PingPong(1, 1));
     CompareFloats(0.9f, TPMath.PingPong(1.1f, 1));
     CompareFloats(0.8f, TPMath.PingPong(1.2f, 1));
     CompareFloats(0.7f, TPMath.PingPong(1.3f, 1));
     CompareFloats(0.6f, TPMath.PingPong(1.4f, 1));
     CompareFloats(0.2f, TPMath.PingPong(1.8f, 1));
 }