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- // https://github.com/acron0/Easings/blob/master/Easings.cs
- using UnityEngine;
- namespace UnityUIPlayables
- {
- /// <summary>
- /// Easing Functions enumeration
- /// </summary>
- internal enum EaseType
- {
- Linear,
- QuadraticEaseIn,
- QuadraticEaseOut,
- QuadraticEaseInOut,
- CubicEaseIn,
- CubicEaseOut,
- CubicEaseInOut,
- QuarticEaseIn,
- QuarticEaseOut,
- QuarticEaseInOut,
- QuinticEaseIn,
- QuinticEaseOut,
- QuinticEaseInOut,
- SineEaseIn,
- SineEaseOut,
- SineEaseInOut,
- CircularEaseIn,
- CircularEaseOut,
- CircularEaseInOut,
- ExponentialEaseIn,
- ExponentialEaseOut,
- ExponentialEaseInOut,
- ElasticEaseIn,
- ElasticEaseOut,
- ElasticEaseInOut,
- BackEaseIn,
- BackEaseOut,
- BackEaseInOut,
- BounceEaseIn,
- BounceEaseOut,
- BounceEaseInOut
- }
- internal static class Easings
- {
- /// <summary>
- /// Constant Pi.
- /// </summary>
- private const float PI = Mathf.PI;
- /// <summary>
- /// Constant Pi / 2.
- /// </summary>
- private const float HALFPI = Mathf.PI / 2.0f;
- /// <summary>
- /// Interpolate using the specified function.
- /// </summary>
- public static float Interpolate(float p, EaseType function)
- {
- switch (function)
- {
- default:
- case EaseType.Linear: return Linear(p);
- case EaseType.QuadraticEaseOut: return QuadraticEaseOut(p);
- case EaseType.QuadraticEaseIn: return QuadraticEaseIn(p);
- case EaseType.QuadraticEaseInOut: return QuadraticEaseInOut(p);
- case EaseType.CubicEaseIn: return CubicEaseIn(p);
- case EaseType.CubicEaseOut: return CubicEaseOut(p);
- case EaseType.CubicEaseInOut: return CubicEaseInOut(p);
- case EaseType.QuarticEaseIn: return QuarticEaseIn(p);
- case EaseType.QuarticEaseOut: return QuarticEaseOut(p);
- case EaseType.QuarticEaseInOut: return QuarticEaseInOut(p);
- case EaseType.QuinticEaseIn: return QuinticEaseIn(p);
- case EaseType.QuinticEaseOut: return QuinticEaseOut(p);
- case EaseType.QuinticEaseInOut: return QuinticEaseInOut(p);
- case EaseType.SineEaseIn: return SineEaseIn(p);
- case EaseType.SineEaseOut: return SineEaseOut(p);
- case EaseType.SineEaseInOut: return SineEaseInOut(p);
- case EaseType.CircularEaseIn: return CircularEaseIn(p);
- case EaseType.CircularEaseOut: return CircularEaseOut(p);
- case EaseType.CircularEaseInOut: return CircularEaseInOut(p);
- case EaseType.ExponentialEaseIn: return ExponentialEaseIn(p);
- case EaseType.ExponentialEaseOut: return ExponentialEaseOut(p);
- case EaseType.ExponentialEaseInOut: return ExponentialEaseInOut(p);
- case EaseType.ElasticEaseIn: return ElasticEaseIn(p);
- case EaseType.ElasticEaseOut: return ElasticEaseOut(p);
- case EaseType.ElasticEaseInOut: return ElasticEaseInOut(p);
- case EaseType.BackEaseIn: return BackEaseIn(p);
- case EaseType.BackEaseOut: return BackEaseOut(p);
- case EaseType.BackEaseInOut: return BackEaseInOut(p);
- case EaseType.BounceEaseIn: return BounceEaseIn(p);
- case EaseType.BounceEaseOut: return BounceEaseOut(p);
- case EaseType.BounceEaseInOut: return BounceEaseInOut(p);
- }
- }
- /// <summary>
- /// Modeled after the line y = x
- /// </summary>
- public static float Linear(float p)
- {
- return p;
- }
- /// <summary>
- /// Modeled after the parabola y = x^2
- /// </summary>
- public static float QuadraticEaseIn(float p)
- {
- return p * p;
- }
- /// <summary>
- /// Modeled after the parabola y = -x^2 + 2x
- /// </summary>
- public static float QuadraticEaseOut(float p)
- {
- return -(p * (p - 2));
- }
- /// <summary>
- /// Modeled after the piecewise quadratic
- /// y = (1/2)((2x)^2) ; [0, 0.5)
- /// y = -(1/2)((2x-1)*(2x-3) - 1) ; [0.5, 1]
- /// </summary>
- public static float QuadraticEaseInOut(float p)
- {
- if (p < 0.5f)
- {
- return 2 * p * p;
- }
- return -2 * p * p + 4 * p - 1;
- }
- /// <summary>
- /// Modeled after the cubic y = x^3
- /// </summary>
- public static float CubicEaseIn(float p)
- {
- return p * p * p;
- }
- /// <summary>
- /// Modeled after the cubic y = (x - 1)^3 + 1
- /// </summary>
- public static float CubicEaseOut(float p)
- {
- var f = p - 1;
- return f * f * f + 1;
- }
- /// <summary>
- /// Modeled after the piecewise cubic
- /// y = (1/2)((2x)^3) ; [0, 0.5)
- /// y = (1/2)((2x-2)^3 + 2) ; [0.5, 1]
- /// </summary>
- public static float CubicEaseInOut(float p)
- {
- if (p < 0.5f)
- {
- return 4 * p * p * p;
- }
- var f = 2 * p - 2;
- return 0.5f * f * f * f + 1;
- }
- /// <summary>
- /// Modeled after the quartic x^4
- /// </summary>
- public static float QuarticEaseIn(float p)
- {
- return p * p * p * p;
- }
- /// <summary>
- /// Modeled after the quartic y = 1 - (x - 1)^4
- /// </summary>
- public static float QuarticEaseOut(float p)
- {
- var f = p - 1;
- return f * f * f * (1 - p) + 1;
- }
- /// <summary>
- // Modeled after the piecewise quartic
- // y = (1/2)((2x)^4) ; [0, 0.5)
- // y = -(1/2)((2x-2)^4 - 2) ; [0.5, 1]
- /// </summary>
- public static float QuarticEaseInOut(float p)
- {
- if (p < 0.5f)
- {
- return 8 * p * p * p * p;
- }
- var f = p - 1;
- return -8 * f * f * f * f + 1;
- }
- /// <summary>
- /// Modeled after the quintic y = x^5
- /// </summary>
- public static float QuinticEaseIn(float p)
- {
- return p * p * p * p * p;
- }
- /// <summary>
- /// Modeled after the quintic y = (x - 1)^5 + 1
- /// </summary>
- public static float QuinticEaseOut(float p)
- {
- var f = p - 1;
- return f * f * f * f * f + 1;
- }
- /// <summary>
- /// Modeled after the piecewise quintic
- /// y = (1/2)((2x)^5) ; [0, 0.5)
- /// y = (1/2)((2x-2)^5 + 2) ; [0.5, 1]
- /// </summary>
- public static float QuinticEaseInOut(float p)
- {
- if (p < 0.5f)
- {
- return 16 * p * p * p * p * p;
- }
- var f = 2 * p - 2;
- return 0.5f * f * f * f * f * f + 1;
- }
- /// <summary>
- /// Modeled after quarter-cycle of sine wave
- /// </summary>
- public static float SineEaseIn(float p)
- {
- return Mathf.Sin((p - 1) * HALFPI) + 1;
- }
- /// <summary>
- /// Modeled after quarter-cycle of sine wave (different phase)
- /// </summary>
- public static float SineEaseOut(float p)
- {
- return Mathf.Sin(p * HALFPI);
- }
- /// <summary>
- /// Modeled after half sine wave
- /// </summary>
- public static float SineEaseInOut(float p)
- {
- return 0.5f * (1 - Mathf.Cos(p * PI));
- }
- /// <summary>
- /// Modeled after shifted quadrant IV of unit circle
- /// </summary>
- public static float CircularEaseIn(float p)
- {
- return 1 - Mathf.Sqrt(1 - p * p);
- }
- /// <summary>
- /// Modeled after shifted quadrant II of unit circle
- /// </summary>
- public static float CircularEaseOut(float p)
- {
- return Mathf.Sqrt((2 - p) * p);
- }
- /// <summary>
- /// Modeled after the piecewise circular function
- /// y = (1/2)(1 - Mathf.Sqrt(1 - 4x^2)) ; [0, 0.5)
- /// y = (1/2)(Mathf.Sqrt(-(2x - 3)*(2x - 1)) + 1) ; [0.5, 1]
- /// </summary>
- public static float CircularEaseInOut(float p)
- {
- if (p < 0.5f)
- {
- return 0.5f * (1 - Mathf.Sqrt(1 - 4 * (p * p)));
- }
- return 0.5f * (Mathf.Sqrt(-(2 * p - 3) * (2 * p - 1)) + 1);
- }
- /// <summary>
- /// Modeled after the exponential function y = 2^(10(x - 1))
- /// </summary>
- public static float ExponentialEaseIn(float p)
- {
- return p == 0.0f ? p : Mathf.Pow(2, 10 * (p - 1));
- }
- /// <summary>
- /// Modeled after the exponential function y = -2^(-10x) + 1
- /// </summary>
- public static float ExponentialEaseOut(float p)
- {
- return p == 1.0f ? p : 1 - Mathf.Pow(2, -10 * p);
- }
- /// <summary>
- /// Modeled after the piecewise exponential
- /// y = (1/2)2^(10(2x - 1)) ; [0,0.5)
- /// y = -(1/2)*2^(-10(2x - 1))) + 1 ; [0.5,1]
- /// </summary>
- public static float ExponentialEaseInOut(float p)
- {
- if (p == 0.0 || p == 1.0)
- {
- return p;
- }
- if (p < 0.5f)
- {
- return 0.5f * Mathf.Pow(2, 20 * p - 10);
- }
- return -0.5f * Mathf.Pow(2, -20 * p + 10) + 1;
- }
- /// <summary>
- /// Modeled after the damped sine wave y = sin(13pi/2*x)*Mathf.Pow(2, 10 * (x - 1))
- /// </summary>
- public static float ElasticEaseIn(float p)
- {
- return Mathf.Sin(13 * HALFPI * p) * Mathf.Pow(2, 10 * (p - 1));
- }
- /// <summary>
- /// Modeled after the damped sine wave y = sin(-13pi/2*(x + 1))*Mathf.Pow(2, -10x) + 1
- /// </summary>
- public static float ElasticEaseOut(float p)
- {
- return Mathf.Sin(-13 * HALFPI * (p + 1)) * Mathf.Pow(2, -10 * p) + 1;
- }
- /// <summary>
- /// Modeled after the piecewise exponentially-damped sine wave:
- /// y = (1/2)*sin(13pi/2*(2*x))*Mathf.Pow(2, 10 * ((2*x) - 1)) ; [0,0.5)
- /// y = (1/2)*(sin(-13pi/2*((2x-1)+1))*Mathf.Pow(2,-10(2*x-1)) + 2) ; [0.5, 1]
- /// </summary>
- public static float ElasticEaseInOut(float p)
- {
- if (p < 0.5f)
- {
- return 0.5f * Mathf.Sin(13 * HALFPI * (2 * p)) * Mathf.Pow(2, 10 * (2 * p - 1));
- }
- return 0.5f * (Mathf.Sin(-13 * HALFPI * (2 * p - 1 + 1)) * Mathf.Pow(2, -10 * (2 * p - 1)) + 2);
- }
- /// <summary>
- /// Modeled after the overshooting cubic y = x^3-x*sin(x*pi)
- /// </summary>
- public static float BackEaseIn(float p)
- {
- return p * p * p - p * Mathf.Sin(p * PI);
- }
- /// <summary>
- /// Modeled after overshooting cubic y = 1-((1-x)^3-(1-x)*sin((1-x)*pi))
- /// </summary>
- public static float BackEaseOut(float p)
- {
- var f = 1 - p;
- return 1 - (f * f * f - f * Mathf.Sin(f * PI));
- }
- /// <summary>
- /// Modeled after the piecewise overshooting cubic function:
- /// y = (1/2)*((2x)^3-(2x)*sin(2*x*pi)) ; [0, 0.5)
- /// y = (1/2)*(1-((1-x)^3-(1-x)*sin((1-x)*pi))+1) ; [0.5, 1]
- /// </summary>
- public static float BackEaseInOut(float p)
- {
- if (p < 0.5f)
- {
- var f = 2 * p;
- return 0.5f * (f * f * f - f * Mathf.Sin(f * PI));
- }
- else
- {
- var f = 1 - (2 * p - 1);
- return 0.5f * (1 - (f * f * f - f * Mathf.Sin(f * PI))) + 0.5f;
- }
- }
- /// <summary>
- /// </summary>
- public static float BounceEaseIn(float p)
- {
- return 1 - BounceEaseOut(1 - p);
- }
- /// <summary>
- /// </summary>
- public static float BounceEaseOut(float p)
- {
- if (p < 4 / 11.0f)
- {
- return 121 * p * p / 16.0f;
- }
- if (p < 8 / 11.0f)
- {
- return 363 / 40.0f * p * p - 99 / 10.0f * p + 17 / 5.0f;
- }
- if (p < 9 / 10.0f)
- {
- return 4356 / 361.0f * p * p - 35442 / 1805.0f * p + 16061 / 1805.0f;
- }
- return 54 / 5.0f * p * p - 513 / 25.0f * p + 268 / 25.0f;
- }
- /// <summary>
- /// </summary>
- public static float BounceEaseInOut(float p)
- {
- if (p < 0.5f)
- {
- return 0.5f * BounceEaseIn(p * 2);
- }
- return 0.5f * BounceEaseOut(p * 2 - 1) + 0.5f;
- }
- }
- }
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