SHADE_Y3/Assets/Scripts/UI/EasingHelper.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SHADE_Scripting.UI
{
public enum EASING_METHOD
{
EASE_IN_SINE,
EASE_OUT_SINE,
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EASE_OUT_BOUNCE,
EASE_IN_BOUNCE,
EASE_INOUT_BOUNCE
}
public static class EasingHelper
{
public static float EaseHelp(float value, EASING_METHOD method)
{
switch (method)
{
case EASING_METHOD.EASE_IN_SINE:
{
return EaseInSine(value);
}break;
case EASING_METHOD.EASE_OUT_SINE:
{
return EaseOutSine(value);
}break;
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case EASING_METHOD.EASE_OUT_BOUNCE:
{
return EaseOutBounce(value);
}break;
case EASING_METHOD.EASE_IN_BOUNCE:
{
return EaseInBounce(value);
}
break;
case EASING_METHOD.EASE_INOUT_BOUNCE:
{
return EaseInOutBounce(value);
}
break;
default:
return 0.0f;
}
}
private static float EaseInSine(float value)
{
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return (float)(1.0f - Math.Cos((value * Math.PI / 2.0f)));
}
private static float EaseOutSine(float value)
{
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return (float)(Math.Sin(value * Math.PI / 2.0f));
}
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private static float EaseOutBounce(float value)
{
const float n1 = 7.5625f;
const float d1 = 2.75f;
if (value < 1.0f / d1)
{
return n1 * value * value;
} else if (value < 2.0f / d1)
{
return n1 * (value -= 2.25f / d1) * value + 0.9375f;
}
else
{
return n1 * (value -= 2.625f / d1) * value + 0.984375f;
}
}
private static float EaseInBounce(float value)
{
return 1 - EaseOutBounce(1 - value);
}
private static float EaseInOutBounce(float value)
{
return (value < 0.5f)
?(1.0f - EaseOutBounce(1.0f - 2.0f * value)) / 2.0f
: (1.0f + EaseOutBounce(2.0f * value - 1.0f)) / 2.0f;
}
}
}