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LerpInterval.cs
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using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityLerpCoroutines
{
// The base Lerp Class
public static class SmoothingMethods
{
public static float None(float Expression)
{
return Expression;
}
public static float EaseIn(float Expression)
{
return Expression * Expression;
}
private static float Square(float Expression)
{
return Expression * Expression;
}
private static float Flip(float Expression)
{
return 1 - Expression;
}
public static float EaseOut(float Expression)
{
return Flip(Square(Flip(Expression)));
}
public static float EaseInOut(float Expression)
{
return Mathf.Lerp(EaseIn(Expression), EaseOut(Expression), Expression);
}
}
public enum TransformType
{
local,
global,
RigidBody2D
}
public enum BlendTypes
{
None,
EaseIn,
EaseOut,
EaseInOut
}
public class LerpInterval : IntervalBase
{
public BlendTypes BlendType;
public GameObject gameObject;
public Dictionary<BlendTypes, Func<float, float>> LerpSmoothing = new()
{
{ BlendTypes.None, SmoothingMethods.None },
{ BlendTypes.EaseIn, SmoothingMethods.EaseIn },
{ BlendTypes.EaseOut, SmoothingMethods.EaseOut },
{ BlendTypes.EaseInOut, SmoothingMethods.EaseInOut }
};
public float time;
public float timeElapsed = 0;
public TransformType transformType = TransformType.local;
public float getLerpStep()
{
return LerpSmoothing[BlendType](timeElapsed / time);
}
public override float getLength()
{
return time;
}
}
}