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			364 lines
		
	
	
		
			9.0 KiB
		
	
	
	
		
			C#
		
	
		
		
			
		
	
	
			364 lines
		
	
	
		
			9.0 KiB
		
	
	
	
		
			C#
		
	
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											1 year ago
										 
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								using UnityEngine;
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								using System.Collections;
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								namespace RootMotion {
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									/// <summary>
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									/// Interpolation mode.
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									/// </summary>
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									[System.Serializable]
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									public enum InterpolationMode
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									{
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										None,
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										InOutCubic,
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										InOutQuintic,
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										InOutSine,
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										InQuintic,
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										InQuartic,
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										InCubic,
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										InQuadratic,
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										InElastic,
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										InElasticSmall,
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										InElasticBig,
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										InSine,
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										InBack,
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										OutQuintic,
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										OutQuartic,
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										OutCubic,
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										OutInCubic,
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										OutInQuartic,
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										OutElastic,
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										OutElasticSmall,
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										OutElasticBig,
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										OutSine,
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										OutBack,
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										OutBackCubic,
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										OutBackQuartic,
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										BackInCubic,
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										BackInQuartic,
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									};
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									/// <summary>
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									/// Class for various interpolation methods.
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									/// </summary>
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									public class Interp
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									{
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										#region Public methods
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										/// <summary>
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										/// Interpolate the specified t by InterpolationMode mode.
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										/// </summary>
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										/// <param name='t'>
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										/// T.
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										/// </param>
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										/// <param name='mode'>
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										/// InterpolationMode.
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										/// </param>
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										public static float Float(float t, InterpolationMode mode) {
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											float interpT = 0;
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											switch (mode) {
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											case InterpolationMode.None:
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												interpT = Interp.None(t, 0, 1);
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												break;
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											case InterpolationMode.InOutCubic:
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												interpT = Interp.InOutCubic(t, 0, 1);
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												break;
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											case InterpolationMode.InOutQuintic:
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												interpT = Interp.InOutQuintic(t, 0, 1);
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												break;
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											case InterpolationMode.InQuintic:
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												interpT = Interp.InQuintic(t, 0, 1);
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												break;
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											case InterpolationMode.InQuartic:
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												interpT = Interp.InQuartic(t, 0, 1);
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												break;
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											case InterpolationMode.InCubic:
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												interpT = Interp.InCubic(t, 0, 1);
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												break;
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											case InterpolationMode.InQuadratic:
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												interpT = Interp.InQuadratic(t, 0, 1);
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												break;
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											case InterpolationMode.OutQuintic:
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												interpT = Interp.OutQuintic(t, 0, 1);
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												break;
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											case InterpolationMode.OutQuartic:
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												interpT = Interp.OutQuartic(t, 0, 1);
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												break;
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											case InterpolationMode.OutCubic:
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												interpT = Interp.OutCubic(t, 0, 1);
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												break;
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											case InterpolationMode.OutInCubic:
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												interpT = Interp.OutInCubic(t, 0, 1);
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												break;
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											case InterpolationMode.OutInQuartic:
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												interpT = Interp.OutInCubic(t, 0, 1);
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												break;
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											case InterpolationMode.BackInCubic:
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												interpT = Interp.BackInCubic(t, 0, 1);
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												break;
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											case InterpolationMode.BackInQuartic:
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												interpT = Interp.BackInQuartic(t, 0, 1);
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												break;
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											case InterpolationMode.OutBackCubic:
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												interpT = Interp.OutBackCubic(t, 0, 1);
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												break;
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											case InterpolationMode.OutBackQuartic:
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												interpT = Interp.OutBackQuartic(t, 0, 1);
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												break;
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											case InterpolationMode.OutElasticSmall:
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												interpT = Interp.OutElasticSmall(t, 0, 1);
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												break;
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											case InterpolationMode.OutElasticBig:
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												interpT = Interp.OutElasticBig(t, 0, 1);
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												break;
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											case InterpolationMode.InElasticSmall:
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												interpT = Interp.InElasticSmall(t, 0, 1);
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												break;
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											case InterpolationMode.InElasticBig:
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												interpT = Interp.InElasticBig(t, 0, 1);
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												break;
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											case InterpolationMode.InSine:
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												interpT = Interp.InSine(t, 0, 1);
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												break;
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											case InterpolationMode.OutSine:
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												interpT = Interp.OutSine(t, 0, 1);
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												break;
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											case InterpolationMode.InOutSine:
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												interpT = Interp.InOutSine(t, 0, 1);
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												break;
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											case InterpolationMode.InElastic:
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												interpT = Interp.OutElastic(t, 0, 1);
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												break;
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											case InterpolationMode.OutElastic:
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												interpT = Interp.OutElastic(t, 0, 1);
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												break;
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											case InterpolationMode.InBack:
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												interpT = Interp.InBack(t, 0, 1);
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												break;
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											case InterpolationMode.OutBack:
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												interpT = Interp.OutBack(t, 0, 1);
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												break;
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											default: interpT = 0;
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												break;
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											}
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											return interpT;
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										}
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										/// <summary>
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										/// Interpolate between two verctors by InterpolationMode mode
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										/// </summary>
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										public static Vector3 V3(Vector3 v1, Vector3 v2, float t, InterpolationMode mode) {
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											float interpT = Interp.Float(t, mode);
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											return ((1 - interpT) * v1) + (interpT * v2);
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										}
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										/// <summary>
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										/// Linear interpolation of value towards target.
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										/// </summary>
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										public static float LerpValue(float value, float target, float increaseSpeed, float decreaseSpeed) {
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											if (value == target) return target; 
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											if (value < target) return Mathf.Clamp(value + Time.deltaTime * increaseSpeed, -Mathf.Infinity, target);
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											else return Mathf.Clamp(value - Time.deltaTime * decreaseSpeed, target, Mathf.Infinity);
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										}
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										#endregion Public methods
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										#region Interpolation modes
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										private static float None (float t, float b, float c) { // time, b, distance,
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											return b + c * (t);
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										}
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										private static float InOutCubic(float t, float b, float c) {
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											float ts = t * t;
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											float tc = ts * t;
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											return b + c * (-2 * tc + 3 * ts);
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										}
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										private static float InOutQuintic (float t, float b, float c) {
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											float ts = t * t;
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											float tc = ts * t;
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											return b + c * (6 * tc * ts + -15 * ts * ts + 10 * tc);
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										}
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										private static float InQuintic (float t, float b, float c) {
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											float ts = t * t;
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											float tc = ts * t;
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											return b + c * (tc * ts);
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										}
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										private static float InQuartic (float t, float b, float c) {
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											float ts = t * t;
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											return b + c * (ts * ts);
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										}
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										private static float InCubic (float t, float b, float c) {
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											float ts = t * t;
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											float tc = ts * t;
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											return b + c * (tc);
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										}
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										private static float InQuadratic (float t, float b, float c) {
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											float ts = t * t;
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											return b + c * (ts);
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										}
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										private static float OutQuintic (float t, float b, float c) {
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											float ts = t * t;
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											float tc = ts * t;
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											return b + c * (tc * ts + -5 * ts * ts + 10 * tc + -10 * ts + 5 * t);
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										}
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										private static float OutQuartic (float t, float b, float c) {
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											float ts = t * t;
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											float tc = ts * t;
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											return b + c * (-1 * ts * ts + 4 * tc + -6 * ts + 4 * t);
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										}
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										private static float OutCubic (float t, float b, float c) {
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											float ts = t * t;
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											float tc = ts * t;
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											return b + c * (tc + -3 * ts + 3 * t);
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										}
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										private static float OutInCubic (float t, float b, float c) {
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											float ts = t * t;
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											float tc = ts * t;
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											return b + c * (4 * tc + -6 * ts + 3 * t);
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										}
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										private static float OutInQuartic (float t, float b, float c) {
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											float ts = t * t;
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											float tc = ts * t;
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											return b + c * (6 * tc + -9 * ts + 4 * t);
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										}
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										private static float BackInCubic (float t, float b, float c) {
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											float ts = t * t;
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											float tc = ts * t;
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											return b + c *(4 * tc + -3 * ts);
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										}
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										private static float BackInQuartic (float t, float b, float c) {
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											float ts = t * t;
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											float tc = ts * t;
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											return b + c * (2 * ts * ts + 2 * tc + -3 * ts);
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										}
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										private static float OutBackCubic (float t, float b, float c) {
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											float ts = t * t;
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											float tc = ts * t;
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											return b + c * (4 * tc + -9 * ts + 6 * t);
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										}
							 | 
						||
| 
								 | 
							
										
							 | 
						||
| 
								 | 
							
										private static float OutBackQuartic (float t, float b, float c) {
							 | 
						||
| 
								 | 
							
											float ts = t * t;
							 | 
						||
| 
								 | 
							
											float tc = ts * t;
							 | 
						||
| 
								 | 
							
											return b + c * (-2 * ts * ts + 10 * tc + -15 * ts + 8 * t);
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
										
							 | 
						||
| 
								 | 
							
										private static float OutElasticSmall (float t, float b, float c) {
							 | 
						||
| 
								 | 
							
											float ts = t * t;
							 | 
						||
| 
								 | 
							
											float tc = ts * t;
							 | 
						||
| 
								 | 
							
											return b + c * (33 * tc * ts + -106 * ts * ts + 126 * tc + -67 * ts + 15 * t);
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
										
							 | 
						||
| 
								 | 
							
										private static float OutElasticBig (float t, float b, float c) {
							 | 
						||
| 
								 | 
							
											float ts = t * t;
							 | 
						||
| 
								 | 
							
											float tc = ts * t;
							 | 
						||
| 
								 | 
							
											return b+c*(56*tc*ts + -175*ts*ts + 200*tc + -100*ts + 20*t);
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
										
							 | 
						||
| 
								 | 
							
										private static float InElasticSmall (float t, float b, float c) {
							 | 
						||
| 
								 | 
							
											float ts = t * t;
							 | 
						||
| 
								 | 
							
											float tc = ts * t;
							 | 
						||
| 
								 | 
							
											return b + c * (33 * tc * ts + -59 * ts * ts + 32 * tc + -5 * ts);
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
										
							 | 
						||
| 
								 | 
							
										private static float InElasticBig (float t, float b, float c) {
							 | 
						||
| 
								 | 
							
											float ts = t * t;
							 | 
						||
| 
								 | 
							
											float tc = ts * t;
							 | 
						||
| 
								 | 
							
											return b + c * (56 * tc * ts + -105 * ts * ts + 60 * tc + -10 * ts);
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
										
							 | 
						||
| 
								 | 
							
										private static float InSine (float t, float b, float c) {
							 | 
						||
| 
								 | 
							
											c -= b;
							 | 
						||
| 
								 | 
							
											return -c * Mathf.Cos(t / 1 * (Mathf.PI / 2)) + c + b;
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										private static float OutSine (float t, float b, float c) {
							 | 
						||
| 
								 | 
							
											c -= b;
							 | 
						||
| 
								 | 
							
											return c * Mathf.Sin(t / 1 * (Mathf.PI / 2)) + b;
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
										
							 | 
						||
| 
								 | 
							
										private static float InOutSine (float t, float b, float c) {
							 | 
						||
| 
								 | 
							
											c -= b;
							 | 
						||
| 
								 | 
							
											return -c / 2 * (Mathf.Cos(Mathf.PI * t / 1) - 1) + b;
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
										
							 | 
						||
| 
								 | 
							
										private static float InElastic (float t, float b, float c) {
							 | 
						||
| 
								 | 
							
											c -= b;
							 | 
						||
| 
								 | 
							
											
							 | 
						||
| 
								 | 
							
											float d = 1f;
							 | 
						||
| 
								 | 
							
											float p = d * .3f;
							 | 
						||
| 
								 | 
							
											float s = 0;
							 | 
						||
| 
								 | 
							
											float a = 0;
							 | 
						||
| 
								 | 
							
											
							 | 
						||
| 
								 | 
							
											if (t == 0) return b;
							 | 
						||
| 
								 | 
							
											
							 | 
						||
| 
								 | 
							
											if ((t /= d) == 1) return b + c;
							 | 
						||
| 
								 | 
							
											
							 | 
						||
| 
								 | 
							
											if (a == 0f || a < Mathf.Abs(c)){
							 | 
						||
| 
								 | 
							
												a = c;
							 | 
						||
| 
								 | 
							
												s = p / 4;
							 | 
						||
| 
								 | 
							
												}else{
							 | 
						||
| 
								 | 
							
												s = p / (2 * Mathf.PI) * Mathf.Asin(c / a);
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
											
							 | 
						||
| 
								 | 
							
											return -(a * Mathf.Pow(2, 10 * (t-=1)) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p)) + b;
							 | 
						||
| 
								 | 
							
										}	
							 | 
						||
| 
								 | 
							
										
							 | 
						||
| 
								 | 
							
										private static float OutElastic (float t, float b, float c) {
							 | 
						||
| 
								 | 
							
											c -= b;
							 | 
						||
| 
								 | 
							
											
							 | 
						||
| 
								 | 
							
											float d = 1f;
							 | 
						||
| 
								 | 
							
											float p = d * .3f;
							 | 
						||
| 
								 | 
							
											float s = 0;
							 | 
						||
| 
								 | 
							
											float a = 0;
							 | 
						||
| 
								 | 
							
											
							 | 
						||
| 
								 | 
							
											if (t == 0) return b;
							 | 
						||
| 
								 | 
							
											
							 | 
						||
| 
								 | 
							
											if ((t /= d) == 1) return b + c;
							 | 
						||
| 
								 | 
							
											
							 | 
						||
| 
								 | 
							
											if (a == 0f || a < Mathf.Abs(c)){
							 | 
						||
| 
								 | 
							
												a = c;
							 | 
						||
| 
								 | 
							
												s = p / 4;
							 | 
						||
| 
								 | 
							
												}else{
							 | 
						||
| 
								 | 
							
												s = p / (2 * Mathf.PI) * Mathf.Asin(c / a);
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
											
							 | 
						||
| 
								 | 
							
											return (a * Mathf.Pow(2, -10 * t) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p) + c + b);
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
										
							 | 
						||
| 
								 | 
							
										private static float InBack(float t, float b, float c){
							 | 
						||
| 
								 | 
							
											c -= b;
							 | 
						||
| 
								 | 
							
											t /= 1;
							 | 
						||
| 
								 | 
							
											float s = 1.70158f;
							 | 
						||
| 
								 | 
							
											return c * (t) * t * ((s + 1) * t - s) + b;
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										
							 | 
						||
| 
								 | 
							
										private static float OutBack (float t, float b, float c) {
							 | 
						||
| 
								 | 
							
											float s = 1.70158f;
							 | 
						||
| 
								 | 
							
											c -= b;
							 | 
						||
| 
								 | 
							
											t = (t / 1) - 1;
							 | 
						||
| 
								 | 
							
											return c * ((t) * t * ((s + 1) * t + s) + 1) + b;
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
										
							 | 
						||
| 
								 | 
							
										#endregion Interpolation modes
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								}
							 |