Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- using UnityEngine;
- /*
- * Created by C.J. Kimberlin (http://cjkimberlin.com)
- *
- * The MIT License (MIT)
- *
- * Copyright (c) 2015
- *
- * Permission is hereby granted, free of charge, to any person obtaining a copy
- * of this software and associated documentation files (the "Software"), to deal
- * in the Software without restriction, including without limitation the rights
- * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- * copies of the Software, and to permit persons to whom the Software is
- * furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in all
- * copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- * SOFTWARE.
- *
- *
- * TERMS OF USE - EASING EQUATIONS
- * Open source under the BSD License.
- * Copyright (c)2001 Robert Penner
- * All rights reserved.
- * Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
- * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
- * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
- * Neither the name of the author nor the names of contributors may be used to endorse or promote products derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
- * THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE
- * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *
- *
- * ============= Description =============
- *
- * Below is an example of how to use the easing functions in the file. There is a getting function that will return the function
- * from an enum. This is useful since the enum can be exposed in the editor and then the function queried during Start().
- *
- * EasingFunction.Ease ease = EasingFunction.Ease.EaseInOutQuad;
- * EasingFunction.EasingFunc func = GetEasingFunction(ease;
- *
- * float value = func(0, 10, 0.67f);
- *
- * EasingFunction.EaseingFunc derivativeFunc = GetEasingFunctionDerivative(ease);
- *
- * float derivativeValue = derivativeFunc(0, 10, 0.67f);
- */
- public class EasingFunction
- {
- public enum Ease
- {
- EaseInQuad = 0,
- EaseOutQuad,
- EaseInOutQuad,
- EaseInCubic,
- EaseOutCubic,
- EaseInOutCubic,
- EaseInQuart,
- EaseOutQuart,
- EaseInOutQuart,
- EaseInQuint,
- EaseOutQuint,
- EaseInOutQuint,
- EaseInSine,
- EaseOutSine,
- EaseInOutSine,
- EaseInExpo,
- EaseOutExpo,
- EaseInOutExpo,
- EaseInCirc,
- EaseOutCirc,
- EaseInOutCirc,
- Linear,
- Spring,
- EaseInBounce,
- EaseOutBounce,
- EaseInOutBounce,
- EaseInBack,
- EaseOutBack,
- EaseInOutBack,
- EaseInElastic,
- EaseOutElastic,
- EaseInOutElastic,
- }
- private const float NATURAL_LOG_OF_2 = 0.693147181f;
- //
- // Easing functions
- //
- public static float Linear(float start, float end, float value)
- {
- return Mathf.Lerp(start, end, value);
- }
- public static float Spring(float start, float end, float value)
- {
- value = Mathf.Clamp01(value);
- value = (Mathf.Sin(value * Mathf.PI * (0.2f + 2.5f * value * value * value)) * Mathf.Pow(1f - value, 2.2f) + value) * (1f + (1.2f * (1f - value)));
- return start + (end - start) * value;
- }
- public static float EaseInQuad(float start, float end, float value)
- {
- end -= start;
- return end * value * value + start;
- }
- public static float EaseOutQuad(float start, float end, float value)
- {
- end -= start;
- return -end * value * (value - 2) + start;
- }
- public static float EaseInOutQuad(float start, float end, float value)
- {
- value /= .5f;
- end -= start;
- if (value < 1) return end * 0.5f * value * value + start;
- value--;
- return -end * 0.5f * (value * (value - 2) - 1) + start;
- }
- public static float EaseInCubic(float start, float end, float value)
- {
- end -= start;
- return end * value * value * value + start;
- }
- public static float EaseOutCubic(float start, float end, float value)
- {
- value--;
- end -= start;
- return end * (value * value * value + 1) + start;
- }
- public static float EaseInOutCubic(float start, float end, float value)
- {
- value /= .5f;
- end -= start;
- if (value < 1) return end * 0.5f * value * value * value + start;
- value -= 2;
- return end * 0.5f * (value * value * value + 2) + start;
- }
- public static float EaseInQuart(float start, float end, float value)
- {
- end -= start;
- return end * value * value * value * value + start;
- }
- public static float EaseOutQuart(float start, float end, float value)
- {
- value--;
- end -= start;
- return -end * (value * value * value * value - 1) + start;
- }
- public static float EaseInOutQuart(float start, float end, float value)
- {
- value /= .5f;
- end -= start;
- if (value < 1) return end * 0.5f * value * value * value * value + start;
- value -= 2;
- return -end * 0.5f * (value * value * value * value - 2) + start;
- }
- public static float EaseInQuint(float start, float end, float value)
- {
- end -= start;
- return end * value * value * value * value * value + start;
- }
- public static float EaseOutQuint(float start, float end, float value)
- {
- value--;
- end -= start;
- return end * (value * value * value * value * value + 1) + start;
- }
- public static float EaseInOutQuint(float start, float end, float value)
- {
- value /= .5f;
- end -= start;
- if (value < 1) return end * 0.5f * value * value * value * value * value + start;
- value -= 2;
- return end * 0.5f * (value * value * value * value * value + 2) + start;
- }
- public static float EaseInSine(float start, float end, float value)
- {
- end -= start;
- return -end * Mathf.Cos(value * (Mathf.PI * 0.5f)) + end + start;
- }
- public static float EaseOutSine(float start, float end, float value)
- {
- end -= start;
- return end * Mathf.Sin(value * (Mathf.PI * 0.5f)) + start;
- }
- public static float EaseInOutSine(float start, float end, float value)
- {
- end -= start;
- return -end * 0.5f * (Mathf.Cos(Mathf.PI * value) - 1) + start;
- }
- public static float EaseInExpo(float start, float end, float value)
- {
- end -= start;
- return end * Mathf.Pow(2, 10 * (value - 1)) + start;
- }
- public static float EaseOutExpo(float start, float end, float value)
- {
- end -= start;
- return end * (-Mathf.Pow(2, -10 * value) + 1) + start;
- }
- public static float EaseInOutExpo(float start, float end, float value)
- {
- value /= .5f;
- end -= start;
- if (value < 1) return end * 0.5f * Mathf.Pow(2, 10 * (value - 1)) + start;
- value--;
- return end * 0.5f * (-Mathf.Pow(2, -10 * value) + 2) + start;
- }
- public static float EaseInCirc(float start, float end, float value)
- {
- end -= start;
- return -end * (Mathf.Sqrt(1 - value * value) - 1) + start;
- }
- public static float EaseOutCirc(float start, float end, float value)
- {
- value--;
- end -= start;
- return end * Mathf.Sqrt(1 - value * value) + start;
- }
- public static float EaseInOutCirc(float start, float end, float value)
- {
- value /= .5f;
- end -= start;
- if (value < 1) return -end * 0.5f * (Mathf.Sqrt(1 - value * value) - 1) + start;
- value -= 2;
- return end * 0.5f * (Mathf.Sqrt(1 - value * value) + 1) + start;
- }
- public static float EaseInBounce(float start, float end, float value)
- {
- end -= start;
- float d = 1f;
- return end - EaseOutBounce(0, end, d - value) + start;
- }
- public static float EaseOutBounce(float start, float end, float value)
- {
- value /= 1f;
- end -= start;
- if (value < (1 / 2.75f))
- {
- return end * (7.5625f * value * value) + start;
- }
- else if (value < (2 / 2.75f))
- {
- value -= (1.5f / 2.75f);
- return end * (7.5625f * (value) * value + .75f) + start;
- }
- else if (value < (2.5 / 2.75))
- {
- value -= (2.25f / 2.75f);
- return end * (7.5625f * (value) * value + .9375f) + start;
- }
- else
- {
- value -= (2.625f / 2.75f);
- return end * (7.5625f * (value) * value + .984375f) + start;
- }
- }
- public static float EaseInOutBounce(float start, float end, float value)
- {
- end -= start;
- float d = 1f;
- if (value < d * 0.5f) return EaseInBounce(0, end, value * 2) * 0.5f + start;
- else return EaseOutBounce(0, end, value * 2 - d) * 0.5f + end * 0.5f + start;
- }
- public static float EaseInBack(float start, float end, float value)
- {
- end -= start;
- value /= 1;
- float s = 1.70158f;
- return end * (value) * value * ((s + 1) * value - s) + start;
- }
- public static float EaseOutBack(float start, float end, float value)
- {
- float s = 1.70158f;
- end -= start;
- value = (value) - 1;
- return end * ((value) * value * ((s + 1) * value + s) + 1) + start;
- }
- public static float EaseInOutBack(float start, float end, float value)
- {
- float s = 1.70158f;
- end -= start;
- value /= .5f;
- if ((value) < 1)
- {
- s *= (1.525f);
- return end * 0.5f * (value * value * (((s) + 1) * value - s)) + start;
- }
- value -= 2;
- s *= (1.525f);
- return end * 0.5f * ((value) * value * (((s) + 1) * value + s) + 2) + start;
- }
- public static float EaseInElastic(float start, float end, float value)
- {
- end -= start;
- float d = 1f;
- float p = d * .3f;
- float s;
- float a = 0;
- if (value == 0) return start;
- if ((value /= d) == 1) return start + end;
- if (a == 0f || a < Mathf.Abs(end))
- {
- a = end;
- s = p / 4;
- }
- else
- {
- s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
- }
- return -(a * Mathf.Pow(2, 10 * (value -= 1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p)) + start;
- }
- public static float EaseOutElastic(float start, float end, float value)
- {
- end -= start;
- float d = 1f;
- float p = d * .3f;
- float s;
- float a = 0;
- if (value == 0) return start;
- if ((value /= d) == 1) return start + end;
- if (a == 0f || a < Mathf.Abs(end))
- {
- a = end;
- s = p * 0.25f;
- }
- else
- {
- s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
- }
- return (a * Mathf.Pow(2, -10 * value) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p) + end + start);
- }
- public static float EaseInOutElastic(float start, float end, float value)
- {
- end -= start;
- float d = 1f;
- float p = d * .3f;
- float s;
- float a = 0;
- if (value == 0) return start;
- if ((value /= d * 0.5f) == 2) return start + end;
- if (a == 0f || a < Mathf.Abs(end))
- {
- a = end;
- s = p / 4;
- }
- else
- {
- s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
- }
- if (value < 1) return -0.5f * (a * Mathf.Pow(2, 10 * (value -= 1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p)) + start;
- return a * Mathf.Pow(2, -10 * (value -= 1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p) * 0.5f + end + start;
- }
- //
- // These are derived functions that the motor can use to get the speed at a specific time.
- //
- // The easing functions all work with a normalized time (0 to 1) and the returned value here
- // reflects that. Values returned here should be divided by the actual time.
- //
- // TODO: These functions have not had the testing they deserve. If there is odd behavior around
- // dash speeds then this would be the first place I'd look.
- public static float LinearD(float start, float end, float value)
- {
- return end - start;
- }
- public static float EaseInQuadD(float start, float end, float value)
- {
- return 2f * (end - start) * value;
- }
- public static float EaseOutQuadD(float start, float end, float value)
- {
- end -= start;
- return -end * value - end * (value - 2);
- }
- public static float EaseInOutQuadD(float start, float end, float value)
- {
- value /= .5f;
- end -= start;
- if (value < 1)
- {
- return end * value;
- }
- value--;
- return end * (1 - value);
- }
- public static float EaseInCubicD(float start, float end, float value)
- {
- return 3f * (end - start) * value * value;
- }
- public static float EaseOutCubicD(float start, float end, float value)
- {
- value--;
- end -= start;
- return 3f * end * value * value;
- }
- public static float EaseInOutCubicD(float start, float end, float value)
- {
- value /= .5f;
- end -= start;
- if (value < 1)
- {
- return (3f / 2f) * end * value * value;
- }
- value -= 2;
- return (3f / 2f) * end * value * value;
- }
- public static float EaseInQuartD(float start, float end, float value)
- {
- return 4f * (end - start) * value * value * value;
- }
- public static float EaseOutQuartD(float start, float end, float value)
- {
- value--;
- end -= start;
- return -4f * end * value * value * value;
- }
- public static float EaseInOutQuartD(float start, float end, float value)
- {
- value /= .5f;
- end -= start;
- if (value < 1)
- {
- return 2f * end * value * value * value;
- }
- value -= 2;
- return -2f * end * value * value * value;
- }
- public static float EaseInQuintD(float start, float end, float value)
- {
- return 5f * (end - start) * value * value * value * value;
- }
- public static float EaseOutQuintD(float start, float end, float value)
- {
- value--;
- end -= start;
- return 5f * end * value * value * value * value;
- }
- public static float EaseInOutQuintD(float start, float end, float value)
- {
- value /= .5f;
- end -= start;
- if (value < 1)
- {
- return (5f / 2f) * end * value * value * value * value;
- }
- value -= 2;
- return (5f / 2f) * end * value * value * value * value;
- }
- public static float EaseInSineD(float start, float end, float value)
- {
- return (end - start) * 0.5f * Mathf.PI * Mathf.Sin(0.5f * Mathf.PI * value);
- }
- public static float EaseOutSineD(float start, float end, float value)
- {
- end -= start;
- return (Mathf.PI * 0.5f) * end * Mathf.Cos(value * (Mathf.PI * 0.5f));
- }
- public static float EaseInOutSineD(float start, float end, float value)
- {
- end -= start;
- return end * 0.5f * Mathf.PI * Mathf.Cos(Mathf.PI * value);
- }
- public static float EaseInExpoD(float start, float end, float value)
- {
- return (10f * NATURAL_LOG_OF_2 * (end - start) * Mathf.Pow(2f, 10f * (value - 1)));
- }
- public static float EaseOutExpoD(float start, float end, float value)
- {
- end -= start;
- return 5f * NATURAL_LOG_OF_2 * end * Mathf.Pow(2f, 1f - 10f * value);
- }
- public static float EaseInOutExpoD(float start, float end, float value)
- {
- value /= .5f;
- end -= start;
- if (value < 1)
- {
- return 5f * NATURAL_LOG_OF_2 * end * Mathf.Pow(2f, 10f * (value - 1));
- }
- value--;
- return (5f * NATURAL_LOG_OF_2 * end) / (Mathf.Pow(2f, 10f * value));
- }
- public static float EaseInCircD(float start, float end, float value)
- {
- return ((end - start) * value) / Mathf.Sqrt(1f - value * value);
- }
- public static float EaseOutCircD(float start, float end, float value)
- {
- value--;
- end -= start;
- return (-end * value) / Mathf.Sqrt(1f - value * value);
- }
- public static float EaseInOutCircD(float start, float end, float value)
- {
- value /= .5f;
- end -= start;
- if (value < 1)
- {
- return (end * value) / (2f * Mathf.Sqrt(1f - value * value));
- }
- value -= 2;
- return (-end * value) / (2f * Mathf.Sqrt(1f - value * value));
- }
- public static float EaseInBounceD(float start, float end, float value)
- {
- end -= start;
- float d = 1f;
- return EaseOutBounceD(0, end, d - value);
- }
- public static float EaseOutBounceD(float start, float end, float value)
- {
- value /= 1f;
- end -= start;
- if (value < (1 / 2.75f))
- {
- return 2f * end * 7.5625f * value;
- }
- else if (value < (2 / 2.75f))
- {
- value -= (1.5f / 2.75f);
- return 2f * end * 7.5625f * value;
- }
- else if (value < (2.5 / 2.75))
- {
- value -= (2.25f / 2.75f);
- return 2f * end * 7.5625f * value;
- }
- else
- {
- value -= (2.625f / 2.75f);
- return 2f * end * 7.5625f * value;
- }
- }
- public static float EaseInOutBounceD(float start, float end, float value)
- {
- end -= start;
- float d = 1f;
- if (value < d * 0.5f)
- {
- return EaseInBounceD(0, end, value * 2) * 0.5f;
- }
- else
- {
- return EaseOutBounceD(0, end, value * 2 - d) * 0.5f;
- }
- }
- public static float EaseInBackD(float start, float end, float value)
- {
- float s = 1.70158f;
- return 3f * (s + 1f) * (end - start) * value * value - 2f * s * (end - start) * value;
- }
- public static float EaseOutBackD(float start, float end, float value)
- {
- float s = 1.70158f;
- end -= start;
- value = (value) - 1;
- return end * ((s + 1f) * value * value + 2f * value * ((s + 1f) * value + s));
- }
- public static float EaseInOutBackD(float start, float end, float value)
- {
- float s = 1.70158f;
- end -= start;
- value /= .5f;
- if ((value) < 1)
- {
- s *= (1.525f);
- return 0.5f * end * (s + 1) * value * value + end * value * ((s + 1f) * value - s);
- }
- value -= 2;
- s *= (1.525f);
- return 0.5f * end * ((s + 1) * value * value + 2f * value * ((s + 1f) * value + s));
- }
- public static float EaseInElasticD(float start, float end, float value)
- {
- end -= start;
- float d = 1f;
- float p = d * .3f;
- float s;
- float a = 0;
- if (a == 0f || a < Mathf.Abs(end))
- {
- a = end;
- s = p / 4;
- }
- else
- {
- s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
- }
- float c = 2 * Mathf.PI;
- // From an online derivative calculator, kinda hoping it is right.
- return ((-a) * d * c * Mathf.Cos((c * (d * (value - 1f) - s)) / p)) / p -
- 5f * NATURAL_LOG_OF_2 * a * Mathf.Sin((c * (d * (value - 1f) - s)) / p) *
- Mathf.Pow(2f, 10f * (value - 1f) + 1f);
- }
- public static float EaseOutElasticD(float start, float end, float value)
- {
- end -= start;
- float d = 1f;
- float p = d * .3f;
- float s;
- float a = 0;
- if (a == 0f || a < Mathf.Abs(end))
- {
- a = end;
- s = p * 0.25f;
- }
- else
- {
- s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
- }
- return (a * Mathf.PI * d * Mathf.Pow(2f, 1f - 10f * value) *
- Mathf.Cos((2f * Mathf.PI * (d * value - s)) / p)) / p - 5f * NATURAL_LOG_OF_2 * a *
- Mathf.Pow(2f, 1f - 10f * value) * Mathf.Sin((2f * Mathf.PI * (d * value - s)) / p);
- }
- public static float EaseInOutElasticD(float start, float end, float value)
- {
- end -= start;
- float d = 1f;
- float p = d * .3f;
- float s;
- float a = 0;
- if (a == 0f || a < Mathf.Abs(end))
- {
- a = end;
- s = p / 4;
- }
- else
- {
- s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
- }
- if (value < 1)
- {
- value -= 1;
- return -5f * NATURAL_LOG_OF_2 * a * Mathf.Pow(2f, 10f * value) * Mathf.Sin(2 * Mathf.PI * (d * value - 2f) / p) -
- a * Mathf.PI * d * Mathf.Pow(2f, 10f * value) * Mathf.Cos(2 * Mathf.PI * (d * value - s) / p) / p;
- }
- value -= 1;
- return a * Mathf.PI * d * Mathf.Cos(2f * Mathf.PI * (d * value - s) / p) / (p * Mathf.Pow(2f, 10f * value)) -
- 5f * NATURAL_LOG_OF_2 * a * Mathf.Sin(2f * Mathf.PI * (d * value - s) / p) / (Mathf.Pow(2f, 10f * value));
- }
- public static float SpringD(float start, float end, float value)
- {
- value = Mathf.Clamp01(value);
- end -= start;
- // Damn... Thanks http://www.derivative-calculator.net/
- return end * (6f * (1f - value) / 5f + 1f) * (-2.2f * Mathf.Pow(1f - value, 1.2f) *
- Mathf.Sin(Mathf.PI * value * (2.5f * value * value * value + 0.2f)) + Mathf.Pow(1f - value, 2.2f) *
- (Mathf.PI * (2.5f * value * value * value + 0.2f) + 7.5f * Mathf.PI * value * value * value) *
- Mathf.Cos(Mathf.PI * value * (2.5f * value * value * value + 0.2f)) + 1f) -
- 6f * end * (Mathf.Pow(1 - value, 2.2f) * Mathf.Sin(Mathf.PI * value * (2.5f * value * value * value + 0.2f)) + value
- / 5f);
- }
- public delegate float Function(float s, float e, float v);
- /// <summary>
- /// Returns the function associated to the easingFunction enum. This value returned should be cached as it allocates memory
- /// to return.
- /// </summary>
- /// <param name="easingFunction">The enum associated with the easing function.</param>
- /// <returns>The easing function</returns>
- public static Function GetEasingFunction(Ease easingFunction)
- {
- if (easingFunction == Ease.EaseInQuad)
- {
- return EaseInQuad;
- }
- if (easingFunction == Ease.EaseOutQuad)
- {
- return EaseOutQuad;
- }
- if (easingFunction == Ease.EaseInOutQuad)
- {
- return EaseInOutQuad;
- }
- if (easingFunction == Ease.EaseInCubic)
- {
- return EaseInCubic;
- }
- if (easingFunction == Ease.EaseOutCubic)
- {
- return EaseOutCubic;
- }
- if (easingFunction == Ease.EaseInOutCubic)
- {
- return EaseInOutCubic;
- }
- if (easingFunction == Ease.EaseInQuart)
- {
- return EaseInQuart;
- }
- if (easingFunction == Ease.EaseOutQuart)
- {
- return EaseOutQuart;
- }
- if (easingFunction == Ease.EaseInOutQuart)
- {
- return EaseInOutQuart;
- }
- if (easingFunction == Ease.EaseInQuint)
- {
- return EaseInQuint;
- }
- if (easingFunction == Ease.EaseOutQuint)
- {
- return EaseOutQuint;
- }
- if (easingFunction == Ease.EaseInOutQuint)
- {
- return EaseInOutQuint;
- }
- if (easingFunction == Ease.EaseInSine)
- {
- return EaseInSine;
- }
- if (easingFunction == Ease.EaseOutSine)
- {
- return EaseOutSine;
- }
- if (easingFunction == Ease.EaseInOutSine)
- {
- return EaseInOutSine;
- }
- if (easingFunction == Ease.EaseInExpo)
- {
- return EaseInExpo;
- }
- if (easingFunction == Ease.EaseOutExpo)
- {
- return EaseOutExpo;
- }
- if (easingFunction == Ease.EaseInOutExpo)
- {
- return EaseInOutExpo;
- }
- if (easingFunction == Ease.EaseInCirc)
- {
- return EaseInCirc;
- }
- if (easingFunction == Ease.EaseOutCirc)
- {
- return EaseOutCirc;
- }
- if (easingFunction == Ease.EaseInOutCirc)
- {
- return EaseInOutCirc;
- }
- if (easingFunction == Ease.Linear)
- {
- return Linear;
- }
- if (easingFunction == Ease.Spring)
- {
- return Spring;
- }
- if (easingFunction == Ease.EaseInBounce)
- {
- return EaseInBounce;
- }
- if (easingFunction == Ease.EaseOutBounce)
- {
- return EaseOutBounce;
- }
- if (easingFunction == Ease.EaseInOutBounce)
- {
- return EaseInOutBounce;
- }
- if (easingFunction == Ease.EaseInBack)
- {
- return EaseInBack;
- }
- if (easingFunction == Ease.EaseOutBack)
- {
- return EaseOutBack;
- }
- if (easingFunction == Ease.EaseInOutBack)
- {
- return EaseInOutBack;
- }
- if (easingFunction == Ease.EaseInElastic)
- {
- return EaseInElastic;
- }
- if (easingFunction == Ease.EaseOutElastic)
- {
- return EaseOutElastic;
- }
- if (easingFunction == Ease.EaseInOutElastic)
- {
- return EaseInOutElastic;
- }
- return null;
- }
- /// <summary>
- /// Gets the derivative function of the appropriate easing function. If you use an easing function for position then this
- /// function can get you the speed at a given time (normalized).
- /// </summary>
- /// <param name="easingFunction"></param>
- /// <returns>The derivative function</returns>
- public static Function GetEasingFunctionDerivative(Ease easingFunction)
- {
- if (easingFunction == Ease.EaseInQuad)
- {
- return EaseInQuadD;
- }
- if (easingFunction == Ease.EaseOutQuad)
- {
- return EaseOutQuadD;
- }
- if (easingFunction == Ease.EaseInOutQuad)
- {
- return EaseInOutQuadD;
- }
- if (easingFunction == Ease.EaseInCubic)
- {
- return EaseInCubicD;
- }
- if (easingFunction == Ease.EaseOutCubic)
- {
- return EaseOutCubicD;
- }
- if (easingFunction == Ease.EaseInOutCubic)
- {
- return EaseInOutCubicD;
- }
- if (easingFunction == Ease.EaseInQuart)
- {
- return EaseInQuartD;
- }
- if (easingFunction == Ease.EaseOutQuart)
- {
- return EaseOutQuartD;
- }
- if (easingFunction == Ease.EaseInOutQuart)
- {
- return EaseInOutQuartD;
- }
- if (easingFunction == Ease.EaseInQuint)
- {
- return EaseInQuintD;
- }
- if (easingFunction == Ease.EaseOutQuint)
- {
- return EaseOutQuintD;
- }
- if (easingFunction == Ease.EaseInOutQuint)
- {
- return EaseInOutQuintD;
- }
- if (easingFunction == Ease.EaseInSine)
- {
- return EaseInSineD;
- }
- if (easingFunction == Ease.EaseOutSine)
- {
- return EaseOutSineD;
- }
- if (easingFunction == Ease.EaseInOutSine)
- {
- return EaseInOutSineD;
- }
- if (easingFunction == Ease.EaseInExpo)
- {
- return EaseInExpoD;
- }
- if (easingFunction == Ease.EaseOutExpo)
- {
- return EaseOutExpoD;
- }
- if (easingFunction == Ease.EaseInOutExpo)
- {
- return EaseInOutExpoD;
- }
- if (easingFunction == Ease.EaseInCirc)
- {
- return EaseInCircD;
- }
- if (easingFunction == Ease.EaseOutCirc)
- {
- return EaseOutCircD;
- }
- if (easingFunction == Ease.EaseInOutCirc)
- {
- return EaseInOutCircD;
- }
- if (easingFunction == Ease.Linear)
- {
- return LinearD;
- }
- if (easingFunction == Ease.Spring)
- {
- return SpringD;
- }
- if (easingFunction == Ease.EaseInBounce)
- {
- return EaseInBounceD;
- }
- if (easingFunction == Ease.EaseOutBounce)
- {
- return EaseOutBounceD;
- }
- if (easingFunction == Ease.EaseInOutBounce)
- {
- return EaseInOutBounceD;
- }
- if (easingFunction == Ease.EaseInBack)
- {
- return EaseInBackD;
- }
- if (easingFunction == Ease.EaseOutBack)
- {
- return EaseOutBackD;
- }
- if (easingFunction == Ease.EaseInOutBack)
- {
- return EaseInOutBackD;
- }
- if (easingFunction == Ease.EaseInElastic)
- {
- return EaseInElasticD;
- }
- if (easingFunction == Ease.EaseOutElastic)
- {
- return EaseOutElasticD;
- }
- if (easingFunction == Ease.EaseInOutElastic)
- {
- return EaseInOutElasticD;
- }
- return null;
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement