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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));
}
}