void Start()
        {
            if (randomBumpObjects.objectList.Length > 0)
            {
                StartCoroutine(testRandomLoop());
            }

            Utils.MapToCurve.Linear.MoveWorld(linTransform, linTransform.PosInWorldDir(up: 5f, right: -1.5f), duration, pingPong: 10);
            Utils.MapToCurve.EaseIn.MoveWorld(easeInTransform, easeInTransform.PosInWorldDir(up: 5f, right: .5f), duration, mirrorCurve: false, pingPong: 10);
            Utils.MapToCurve.EaseIn.MoveWorld(easeOutTransform, easeOutTransform.PosInWorldDir(up: 5f, right: -.5f), duration, mirrorCurve: true, pingPong: 10);
            Utils.MapToCurve.Ease.MatchSibling(easeTransform, targetTransform, duration, pingPong: 10);

            Utils.MapToCurve.Linear.Rotate(linTransform, Vector3.up * 135, duration, shortestPath: false, pingPong: 10);
            Utils.MapToCurve.EaseIn.Rotate(easeInTransform, Vector3.up * -360, duration, shortestPath: false, pingPong: 10);
            Utils.MapToCurve.EaseIn.Rotate(easeOutTransform, Vector3.forward * -720, duration, shortestPath: false, mirrorPingPong: 10);

            Utils.MapToCurve.Ease.ChangeColor(linTransform, Color.black, duration, pingPong: 10);
            Utils.MapToCurve.Ease.ChangeColor(easeInTransform, Color.red, duration, pingPong: 10);
            Utils.MapToCurve.Ease.ChangeColor(easeOutTransform, Color.blue, duration, pingPong: 10);
            Utils.MapToCurve.Ease.ChangeColor(easeTransform, Color.magenta, duration, pingPong: 10);

            Utils.MapToCurve.Ease.FadeAlpha(targetTransform, 0, duration, pingPong: 10);

            Utils.MapToCurve.Ease.CrossFadeAudio(audioA, audioB, 1, duration);

            Utils.MapToCurve myCurve = new Utils.MapToCurve(scaleCurve);
            myCurve.Scale(curveScaleTransform, curveScaleTransform.localScale * .5f, duration * .5f, pingPong: 9, onDone: FadeOut);

            recursiveTestGO.PerChild(SetLayer);

            if (testStop)
            {
                StartCoroutine(StopTest());
            }
        }
 private void Display()
 {
     textMeshProObject.text = GetRandomSuccessString();
     scaleCurve.Scale(transform, Vector3.one, inTime);
     Wrj.Utils.Delay(hangTime, () => gameObject.Scale(Vector3.zero, outTime));
 }