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  1. @xanathar xanathar created this gist Mar 17, 2016.
    766 changes: 766 additions & 0 deletions Easing.cs
    Original file line number Diff line number Diff line change
    @@ -0,0 +1,766 @@
    /**
    * Easing
    * Animates the value of a float property between two target values using
    * Robert Penner's easing equations for interpolation over a specified Duration.
    *
    * Original Author: Darren David [email protected]
    *
    * Ported to be easily used in Unity by Marco Mastropaolo
    *
    * Credit/Thanks:
    * Robert Penner - The easing equations we all know and love
    * (http://robertpenner.com/easing/) [See License.txt for license info]
    *
    * Lee Brimelow - initial port of Penner's equations to WPF
    * (http://thewpfblog.com/?p=12)
    *
    * Zeh Fernando - additional equations (out/in) from
    * caurina.transitions.Tweener (http://code.google.com/p/tweener/)
    * [See License.txt for license info]
    */


    using UnityEngine;

    /// <summary>
    /// Animates the value of a float property between two target values using
    /// Robert Penner's easing equations for interpolation over a specified Duration.
    /// </summary>
    /// <example>
    /// <code>
    /// // C#
    /// PennerDoubleAnimation anim = new PennerDoubleAnimation();
    /// anim.Type = PennerDoubleAnimation.Equations.Linear;
    /// anim.From = 1;
    /// anim.To = 0;
    /// myControl.BeginAnimation( OpacityProperty, anim );
    ///
    /// // XAML
    /// <Storyboard x:Key="AnimateXamlRect">
    /// <animation:PennerDoubleAnimation
    /// Storyboard.TargetName="myControl"
    /// Storyboard.TargetProperty="(Canvas.Left)"
    /// From="0"
    /// To="600"
    /// Equation="BackEaseOut"
    /// Duration="00:00:05" />
    /// </Storyboard>
    ///
    /// <Control.Triggers>
    /// <EventTrigger RoutedEvent="FrameworkElement.Loaded">
    /// <BeginStoryboard Storyboard="{StaticResource AnimateXamlRect}"/>
    /// </EventTrigger>
    /// </Control.Triggers>
    /// </code>
    /// </example>
    public static class Easing
    {
    #region Equations

    // These methods are all public to enable reflection in GetCurrentValueCore.

    #region Linear

    /// <summary>
    /// Easing equation function for a simple linear tweening, with no easing.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float Linear(float t, float b, float c, float d)
    {
    return c * t / d + b;
    }

    #endregion

    #region Expo

    /// <summary>
    /// Easing equation function for an exponential (2^t) easing out:
    /// decelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float ExpoEaseOut(float t, float b, float c, float d)
    {
    return (t == d) ? b + c : c * (-Mathf.Pow(2, -10 * t / d) + 1) + b;
    }

    /// <summary>
    /// Easing equation function for an exponential (2^t) easing in:
    /// accelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float ExpoEaseIn(float t, float b, float c, float d)
    {
    return (t == 0) ? b : c * Mathf.Pow(2, 10 * (t / d - 1)) + b;
    }

    /// <summary>
    /// Easing equation function for an exponential (2^t) easing in/out:
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float ExpoEaseInOut(float t, float b, float c, float d)
    {
    if (t == 0)
    return b;

    if (t == d)
    return b + c;

    if ((t /= d / 2) < 1)
    return c / 2 * Mathf.Pow(2, 10 * (t - 1)) + b;

    return c / 2 * (-Mathf.Pow(2, -10 * --t) + 2) + b;
    }

    /// <summary>
    /// Easing equation function for an exponential (2^t) easing out/in:
    /// deceleration until halfway, then acceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float ExpoEaseOutIn(float t, float b, float c, float d)
    {
    if (t < d / 2)
    return ExpoEaseOut(t * 2, b, c / 2, d);

    return ExpoEaseIn((t * 2) - d, b + c / 2, c / 2, d);
    }

    #endregion

    #region Circular

    /// <summary>
    /// Easing equation function for a circular (sqrt(1-t^2)) easing out:
    /// decelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float CircEaseOut(float t, float b, float c, float d)
    {
    return c * Mathf.Sqrt(1 - (t = t / d - 1) * t) + b;
    }

    /// <summary>
    /// Easing equation function for a circular (sqrt(1-t^2)) easing in:
    /// accelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float CircEaseIn(float t, float b, float c, float d)
    {
    return -c * (Mathf.Sqrt(1 - (t /= d) * t) - 1) + b;
    }

    /// <summary>
    /// Easing equation function for a circular (sqrt(1-t^2)) easing in/out:
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float CircEaseInOut(float t, float b, float c, float d)
    {
    if ((t /= d / 2) < 1)
    return -c / 2 * (Mathf.Sqrt(1 - t * t) - 1) + b;

    return c / 2 * (Mathf.Sqrt(1 - (t -= 2) * t) + 1) + b;
    }

    /// <summary>
    /// Easing equation function for a circular (sqrt(1-t^2)) easing in/out:
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float CircEaseOutIn(float t, float b, float c, float d)
    {
    if (t < d / 2)
    return CircEaseOut(t * 2, b, c / 2, d);

    return CircEaseIn((t * 2) - d, b + c / 2, c / 2, d);
    }

    #endregion

    #region Quad

    /// <summary>
    /// Easing equation function for a quadratic (t^2) easing out:
    /// decelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float QuadEaseOut(float t, float b, float c, float d)
    {
    return -c * (t /= d) * (t - 2) + b;
    }

    /// <summary>
    /// Easing equation function for a quadratic (t^2) easing in:
    /// accelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float QuadEaseIn(float t, float b, float c, float d)
    {
    return c * (t /= d) * t + b;
    }

    /// <summary>
    /// Easing equation function for a quadratic (t^2) easing in/out:
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float QuadEaseInOut(float t, float b, float c, float d)
    {
    if ((t /= d / 2) < 1)
    return c / 2 * t * t + b;

    return -c / 2 * ((--t) * (t - 2) - 1) + b;
    }

    /// <summary>
    /// Easing equation function for a quadratic (t^2) easing out/in:
    /// deceleration until halfway, then acceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float QuadEaseOutIn(float t, float b, float c, float d)
    {
    if (t < d / 2)
    return QuadEaseOut(t * 2, b, c / 2, d);

    return QuadEaseIn((t * 2) - d, b + c / 2, c / 2, d);
    }

    #endregion

    #region Sine

    /// <summary>
    /// Easing equation function for a sinusoidal (sin(t)) easing out:
    /// decelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float SineEaseOut(float t, float b, float c, float d)
    {
    return c * Mathf.Sin(t / d * (Mathf.PI / 2)) + b;
    }

    /// <summary>
    /// Easing equation function for a sinusoidal (sin(t)) easing in:
    /// accelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float SineEaseIn(float t, float b, float c, float d)
    {
    return -c * Mathf.Cos(t / d * (Mathf.PI / 2)) + c + b;
    }

    /// <summary>
    /// Easing equation function for a sinusoidal (sin(t)) easing in/out:
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float SineEaseInOut(float t, float b, float c, float d)
    {
    if ((t /= d / 2) < 1)
    return c / 2 * (Mathf.Sin(Mathf.PI * t / 2)) + b;

    return -c / 2 * (Mathf.Cos(Mathf.PI * --t / 2) - 2) + b;
    }

    /// <summary>
    /// Easing equation function for a sinusoidal (sin(t)) easing in/out:
    /// deceleration until halfway, then acceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float SineEaseOutIn(float t, float b, float c, float d)
    {
    if (t < d / 2)
    return SineEaseOut(t * 2, b, c / 2, d);

    return SineEaseIn((t * 2) - d, b + c / 2, c / 2, d);
    }

    #endregion

    #region Cubic

    /// <summary>
    /// Easing equation function for a cubic (t^3) easing out:
    /// decelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float CubicEaseOut(float t, float b, float c, float d)
    {
    return c * ((t = t / d - 1) * t * t + 1) + b;
    }

    /// <summary>
    /// Easing equation function for a cubic (t^3) easing in:
    /// accelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float CubicEaseIn(float t, float b, float c, float d)
    {
    return c * (t /= d) * t * t + b;
    }

    /// <summary>
    /// Easing equation function for a cubic (t^3) easing in/out:
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float CubicEaseInOut(float t, float b, float c, float d)
    {
    if ((t /= d / 2) < 1)
    return c / 2 * t * t * t + b;

    return c / 2 * ((t -= 2) * t * t + 2) + b;
    }

    /// <summary>
    /// Easing equation function for a cubic (t^3) easing out/in:
    /// deceleration until halfway, then acceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float CubicEaseOutIn(float t, float b, float c, float d)
    {
    if (t < d / 2)
    return CubicEaseOut(t * 2, b, c / 2, d);

    return CubicEaseIn((t * 2) - d, b + c / 2, c / 2, d);
    }

    #endregion

    #region Quartic

    /// <summary>
    /// Easing equation function for a quartic (t^4) easing out:
    /// decelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float QuartEaseOut(float t, float b, float c, float d)
    {
    return -c * ((t = t / d - 1) * t * t * t - 1) + b;
    }

    /// <summary>
    /// Easing equation function for a quartic (t^4) easing in:
    /// accelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float QuartEaseIn(float t, float b, float c, float d)
    {
    return c * (t /= d) * t * t * t + b;
    }

    /// <summary>
    /// Easing equation function for a quartic (t^4) easing in/out:
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float QuartEaseInOut(float t, float b, float c, float d)
    {
    if ((t /= d / 2) < 1)
    return c / 2 * t * t * t * t + b;

    return -c / 2 * ((t -= 2) * t * t * t - 2) + b;
    }

    /// <summary>
    /// Easing equation function for a quartic (t^4) easing out/in:
    /// deceleration until halfway, then acceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float QuartEaseOutIn(float t, float b, float c, float d)
    {
    if (t < d / 2)
    return QuartEaseOut(t * 2, b, c / 2, d);

    return QuartEaseIn((t * 2) - d, b + c / 2, c / 2, d);
    }

    #endregion

    #region Quintic

    /// <summary>
    /// Easing equation function for a quintic (t^5) easing out:
    /// decelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float QuintEaseOut(float t, float b, float c, float d)
    {
    return c * ((t = t / d - 1) * t * t * t * t + 1) + b;
    }

    /// <summary>
    /// Easing equation function for a quintic (t^5) easing in:
    /// accelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float QuintEaseIn(float t, float b, float c, float d)
    {
    return c * (t /= d) * t * t * t * t + b;
    }

    /// <summary>
    /// Easing equation function for a quintic (t^5) easing in/out:
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float QuintEaseInOut(float t, float b, float c, float d)
    {
    if ((t /= d / 2) < 1)
    return c / 2 * t * t * t * t * t + b;
    return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;
    }

    /// <summary>
    /// Easing equation function for a quintic (t^5) easing in/out:
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float QuintEaseOutIn(float t, float b, float c, float d)
    {
    if (t < d / 2)
    return QuintEaseOut(t * 2, b, c / 2, d);
    return QuintEaseIn((t * 2) - d, b + c / 2, c / 2, d);
    }

    #endregion

    #region Elastic

    /// <summary>
    /// Easing equation function for an elastic (exponentially decaying sine wave) easing out:
    /// decelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float ElasticEaseOut(float t, float b, float c, float d)
    {
    if ((t /= d) == 1)
    return b + c;

    float p = d * .3f;
    float s = p / 4;

    return (c * Mathf.Pow(2, -10 * t) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p) + c + b);
    }

    /// <summary>
    /// Easing equation function for an elastic (exponentially decaying sine wave) easing in:
    /// accelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float ElasticEaseIn(float t, float b, float c, float d)
    {
    if ((t /= d) == 1)
    return b + c;

    float p = d * .3f;
    float s = p / 4;

    return -(c * Mathf.Pow(2, 10 * (t -= 1)) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p)) + b;
    }

    /// <summary>
    /// Easing equation function for an elastic (exponentially decaying sine wave) easing in/out:
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float ElasticEaseInOut(float t, float b, float c, float d)
    {
    if ((t /= d / 2) == 2)
    return b + c;

    float p = d * (.3f * 1.5f);
    float s = p / 4;

    if (t < 1)
    return -.5f * (c * Mathf.Pow(2, 10 * (t -= 1)) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p)) + b;
    return c * Mathf.Pow(2, -10 * (t -= 1)) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p) * .5f + c + b;
    }

    /// <summary>
    /// Easing equation function for an elastic (exponentially decaying sine wave) easing out/in:
    /// deceleration until halfway, then acceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float ElasticEaseOutIn(float t, float b, float c, float d)
    {
    if (t < d / 2)
    return ElasticEaseOut(t * 2, b, c / 2, d);
    return ElasticEaseIn((t * 2) - d, b + c / 2, c / 2, d);
    }

    #endregion

    #region Bounce

    /// <summary>
    /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out:
    /// decelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float BounceEaseOut(float t, float b, float c, float d)
    {
    if ((t /= d) < (1f / 2.75f))
    return c * (7.5625f * t * t) + b;
    else if (t < (2f / 2.75f))
    return c * (7.5625f * (t -= (1.5f / 2.75f)) * t + .75f) + b;
    else if (t < (2.5f / 2.75f))
    return c * (7.5625f * (t -= (2.25f / 2.75f)) * t + .9375f) + b;
    else
    return c * (7.5625f * (t -= (2.625f / 2.75f)) * t + .984375f) + b;
    }

    /// <summary>
    /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in:
    /// accelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float BounceEaseIn(float t, float b, float c, float d)
    {
    return c - BounceEaseOut(d - t, 0, c, d) + b;
    }

    /// <summary>
    /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out:
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float BounceEaseInOut(float t, float b, float c, float d)
    {
    if (t < d / 2)
    return BounceEaseIn(t * 2, 0, c, d) * .5f + b;
    else
    return BounceEaseOut(t * 2 - d, 0, c, d) * .5f + c * .5f + b;
    }

    /// <summary>
    /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out/in:
    /// deceleration until halfway, then acceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float BounceEaseOutIn(float t, float b, float c, float d)
    {
    if (t < d / 2)
    return BounceEaseOut(t * 2, b, c / 2, d);
    return BounceEaseIn((t * 2) - d, b + c / 2, c / 2, d);
    }

    #endregion

    #region Back

    /// <summary>
    /// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing out:
    /// decelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float BackEaseOut(float t, float b, float c, float d)
    {
    return c * ((t = t / d - 1) * t * ((1.70158f + 1) * t + 1.70158f) + 1) + b;
    }

    /// <summary>
    /// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing in:
    /// accelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float BackEaseIn(float t, float b, float c, float d)
    {
    return c * (t /= d) * t * ((1.70158f + 1) * t - 1.70158f) + b;
    }

    /// <summary>
    /// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing in/out:
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float BackEaseInOut(float t, float b, float c, float d)
    {
    float s = 1.70158f;
    if ((t /= d / 2) < 1)
    return c / 2 * (t * t * (((s *= (1.525f)) + 1) * t - s)) + b;
    return c / 2 * ((t -= 2) * t * (((s *= (1.525f)) + 1) * t + s) + 2) + b;
    }

    /// <summary>
    /// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing out/in:
    /// deceleration until halfway, then acceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static float BackEaseOutIn(float t, float b, float c, float d)
    {
    if (t < d / 2)
    return BackEaseOut(t * 2, b, c / 2, d);
    return BackEaseIn((t * 2) - d, b + c / 2, c / 2, d);
    }

    #endregion
    #endregion

    }