using UnityEngine; public static class MathUtilities { //curve calculation for ease out effect public static float Sinerp(float start, float end, float value) { return Mathf.Lerp(start, end, Mathf.Sin(value * Mathf.PI * 0.5f)); } //curve calculation for ease in effect public static float Coserp(float start, float end, float value) { return Mathf.Lerp(start, end, 1.0f - Mathf.Cos(value * Mathf.PI * 0.5f)); } //curve calculation for easing at start + end public static float CoSinLerp(float start, float end, float value) { return Mathf.Lerp(start, end, value * value * (3.0f - 2.0f * value)); } }