forked from MoonsideGames/MoonWorks
add MoonWorks.Math.Easing
parent
a427b79510
commit
15aefc2212
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@ -0,0 +1,954 @@
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using MoonWorks.Math.Fixed;
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using EasingFunctionFloat = System.Func<float, float, float, float, float>;
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using EasingFunctionFixed = System.Func<MoonWorks.Math.Fixed.Fix64, MoonWorks.Math.Fixed.Fix64, MoonWorks.Math.Fixed.Fix64, MoonWorks.Math.Fixed.Fix64, MoonWorks.Math.Fixed.Fix64>;
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using System.Collections.Generic;
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namespace MoonWorks.Math
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{
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public static class Easing
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{
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private static float OutIn(
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EasingFunctionFloat outFunc,
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EasingFunctionFloat inFunc,
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float start,
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float end,
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float time,
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float duration
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) {
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if (time < duration / 2)
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{
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return outFunc(start, end / 2, time * 2, duration);
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}
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else
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{
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return inFunc(start + (end / 2), end / 2, (time * 2) - duration, duration);
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}
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}
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private static Fix64 OutIn(
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EasingFunctionFixed outFunc,
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EasingFunctionFixed inFunc,
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Fix64 start,
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Fix64 end,
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Fix64 time,
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Fix64 duration
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) {
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if (time < duration / 2)
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{
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return outFunc(start, end / 2, time * 2, duration);
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}
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else
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{
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return inFunc(start + (end / 2), end / 2, (time * 2) - duration, duration);
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}
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}
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/* GENERAL-USE FUNCTIONS */
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public static float AttackHoldRelease(
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float start,
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float hold,
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float end,
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float time,
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float attackDuration,
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EasingFunctionFloat attackEasingFunction,
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float holdDuration,
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float releaseDuration,
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EasingFunctionFloat releaseEasingFunction
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) {
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if (time < attackDuration)
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{
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return attackEasingFunction.Invoke(start, hold, time, attackDuration);
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}
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else if (time >= attackDuration && time < holdDuration)
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{
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return hold;
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}
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else // time >= attackDuration + holdDuration
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{
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return releaseEasingFunction.Invoke(hold, end, time - holdDuration - attackDuration, releaseDuration);
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}
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}
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public static Fix64 AttackHoldRelease(
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Fix64 start,
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Fix64 hold,
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Fix64 end,
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Fix64 time,
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Fix64 attackDuration,
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EasingFunctionFixed attackEasingFunction,
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Fix64 holdDuration,
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Fix64 releaseDuration,
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EasingFunctionFixed releaseEasingFunction
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) {
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if (time < attackDuration)
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{
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return attackEasingFunction.Invoke(start, hold, time, attackDuration);
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}
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else if (time >= attackDuration && time < holdDuration)
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{
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return hold;
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}
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else // time >= attackDuration + holdDuration
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{
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return releaseEasingFunction.Invoke(hold, end, time - holdDuration - attackDuration, releaseDuration);
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}
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}
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/* EASING FUNCTIONS */
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// LINEAR
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public static float Linear(float start, float end, float time, float duration)
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{
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return (end * (time / duration)) + start;
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}
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public static Fix64 Linear(Fix64 start, Fix64 end, Fix64 time, Fix64 duration)
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{
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return (end * (time / duration)) + start;
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}
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// QUADRATIC
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public static float InQuad(float start, float end, float time, float duration)
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{
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time /= duration;
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return (end * (time * time)) + start;
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}
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public static float OutQuad(float start, float end, float time, float duration)
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{
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time /= duration;
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return (-end * time * (time - 2)) + start;
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}
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public static float InOutQuad(float start, float end, float time, float duration)
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{
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time = time / duration * 2;
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if (time < 1)
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{
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return (end / 2 * (time * time)) + start;
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}
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else
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{
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return (-end / 2 * (((time - 1) * (time - 3)) - 1)) + start;
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}
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}
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public static float OutInQuad(float start, float end, float time, float duration) => OutIn(OutQuad, InQuad, time, start, end, duration);
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public static Fix64 InQuad(Fix64 start, Fix64 end, Fix64 time, Fix64 duration)
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{
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time /= duration;
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return (end * (time * time)) + start;
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}
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public static Fix64 OutQuad(Fix64 start, Fix64 end, Fix64 time, Fix64 duration)
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{
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time /= duration;
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return (-end * time * (time - 2)) + start;
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}
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public static Fix64 InOutQuad(Fix64 start, Fix64 end, Fix64 time, Fix64 duration)
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{
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time = time / duration * 2;
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if (time < 1)
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{
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return (end / 2 * (time * time)) + start;
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}
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else
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{
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return (-end / 2 * (((time - 1) * (time - 3)) - 1)) + start;
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}
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}
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public static Fix64 OutInQuad(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) => OutIn(OutQuad, InQuad, time, start, end, duration);
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// CUBIC
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public static float InCubic(float start, float end, float time, float duration)
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{
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time /= duration;
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return (end * (time * time * time)) + start;
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}
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public static float OutCubic(float start, float end, float time, float duration)
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{
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time = (time / duration) - 1;
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return (end * ((time * time * time) + 1)) + start;
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}
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public static float InOutCubic(float start, float end, float time, float duration)
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{
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time = time / duration * 2;
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if (time < 1)
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{
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return (end / 2 * time * time * time) + start;
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}
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else
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{
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time -= 2;
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return (end / 2 * ((time * time * time) + 2)) + start;
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}
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}
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public static float OutInCubic(float start, float end, float time, float duration) => OutIn(OutCubic, InCubic, start, end, time, duration);
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public static Fix64 InCubic(Fix64 start, Fix64 end, Fix64 time, Fix64 duration)
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{
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time /= duration;
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return (end * (time * time * time)) + start;
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}
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public static Fix64 OutCubic(Fix64 start, Fix64 end, Fix64 time, Fix64 duration)
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{
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time = (time / duration) - 1;
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return (end * ((time * time * time) + 1)) + start;
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}
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public static Fix64 InOutCubic(Fix64 start, Fix64 end, Fix64 time, Fix64 duration)
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{
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time = time / duration * 2;
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if (time < 1)
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{
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return (end / 2 * time * time * time) + start;
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}
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else
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{
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time -= 2;
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return (end / 2 * ((time * time * time) + 2)) + start;
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}
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}
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public static Fix64 OutInCubic(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) => OutIn(OutCubic, InCubic, start, end, time, duration);
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// QUARTIC
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public static float InQuart(float start, float end, float time, float duration)
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{
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time /= duration;
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return (end * (time * time * time * time)) + start;
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}
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public static float OutQuart(float start, float end, float time, float duration)
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{
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time = (time / duration) - 1;
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return (-end * ((time * time * time * time) - 1)) + start;
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}
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public static float InOutQuart(float start, float end, float time, float duration)
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{
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time = time / duration * 2;
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if (time < 1)
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{
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return (end / 2 * (time * time * time * time)) + start;
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}
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else
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{
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time -= 2;
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return (-end / 2 * ((time * time * time * time) - 2)) + start;
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}
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}
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public static float OutInQuart(float start, float end, float time, float duration) => OutIn(OutQuart, InQuart, time, start, end, duration);
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public static Fix64 InQuart(Fix64 start, Fix64 end, Fix64 time, Fix64 duration)
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{
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time /= duration;
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return (end * (time * time * time * time)) + start;
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}
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public static Fix64 OutQuart(Fix64 start, Fix64 end, Fix64 time, Fix64 duration)
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{
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time = (time / duration) - 1;
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return (-end * ((time * time * time * time) - 1)) + start;
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}
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public static Fix64 InOutQuart(Fix64 start, Fix64 end, Fix64 time, Fix64 duration)
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{
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time = time / duration * 2;
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if (time < 1)
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{
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return (end / 2 * (time * time * time * time)) + start;
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}
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else
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{
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time -= 2;
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return (-end / 2 * ((time * time * time * time) - 2)) + start;
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}
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}
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public static Fix64 OutInQuart(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) => OutIn(OutQuart, InQuart, time, start, end, duration);
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// QUINTIC
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public static float InQuint(float start, float end, float time, float duration)
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{
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time /= duration;
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return (end * (time * time * time * time * time)) + start;
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}
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public static float OutQuint(float start, float end, float time, float duration)
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{
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time = (time / duration) - 1;
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return (end * ((time * time * time * time * time) + 1)) + start;
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}
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public static float InOutQuint(float start, float end, float time, float duration)
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{
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time = time / duration * 2;
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if (time < 1)
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{
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return (end / 2 * (time * time * time * time * time)) + start;
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}
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else
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{
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time -= 2;
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return (end / 2 * ((time * time * time * time * time) + 2)) + start;
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}
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}
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public static float OutInQuint(float start, float end, float time, float duration) => OutIn(OutQuint, InQuint, time, start, end, duration);
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public static Fix64 InQuint(Fix64 start, Fix64 end, Fix64 time, Fix64 duration)
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{
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time /= duration;
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return (end * (time * time * time * time * time)) + start;
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}
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public static Fix64 OutQuint(Fix64 start, Fix64 end, Fix64 time, Fix64 duration)
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{
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time = (time / duration) - 1;
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return (end * ((time * time * time * time * time) + 1)) + start;
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}
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public static Fix64 InOutQuint(Fix64 start, Fix64 end, Fix64 time, Fix64 duration)
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{
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time = time / duration * 2;
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if (time < 1)
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{
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return (end / 2 * (time * time * time * time * time)) + start;
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}
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else
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{
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time -= 2;
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return (end / 2 * ((time * time * time * time * time) + 2)) + start;
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}
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}
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public static Fix64 OutInQuint(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) => OutIn(OutQuint, InQuint, time, start, end, duration);
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// SINE
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public static float InSine(float start, float end, float time, float duration)
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{
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return (-end * System.MathF.Cos(time / duration * (System.MathF.PI / 2))) + end + start;
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}
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public static float OutSine(float start, float end, float time, float duration)
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{
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return (end * System.MathF.Sin(time / duration * (System.MathF.PI / 2))) + start;
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}
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public static float InOutSine(float start, float end, float time, float duration)
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{
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return (-end / 2 * (System.MathF.Cos(System.MathF.PI * time / duration) - 1)) + start;
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}
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public static float OutInSine(float start, float end, float time, float duration) => OutIn(OutSine, InSine, time, start, end, duration);
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public static Fix64 InSine(Fix64 start, Fix64 end, Fix64 time, Fix64 duration)
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{
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return (-end * Fix64.Cos((time / duration) * Fix64.PiOver2)) + end + start;
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}
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public static Fix64 OutSine(Fix64 start, Fix64 end, Fix64 time, Fix64 duration)
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{
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return (end * Fix64.Sin((time / duration) * Fix64.PiOver2)) + start;
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}
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public static Fix64 InOutSine(Fix64 start, Fix64 end, Fix64 time, Fix64 duration)
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{
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return (-end / 2 * (Fix64.Cos(Fix64.Pi * time / duration) - 1)) + start;
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}
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public static Fix64 OutInSine(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) => OutIn(OutSine, InSine, time, start, end, duration);
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// EXPONENTIAL
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public static float InExpo(float start, float end, float time, float duration)
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{
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if (time == 0)
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{
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return start;
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}
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else
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{
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return (end * System.MathF.Pow(2, 10 * ((time / duration) - 1))) + start - (end * 0.001f);
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}
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}
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public static float OutExpo(float start, float end, float time, float duration)
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{
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if (time == duration)
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{
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return start + end;
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}
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else
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{
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return (end * 1.001f * (-System.MathF.Pow(2, -10 * time / duration) + 1)) + start;
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}
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}
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public static float InOutExpo(float start, float end, float time, float duration)
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{
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if (time == 0) { return start; }
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if (time == duration) { return start + end; }
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time = time / duration * 2;
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if (time < 1)
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{
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return (end / 2 * System.MathF.Pow(2, 10 * (time - 1))) + start - (end * 0.0005f);
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}
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else
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{
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time--;
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return (end / 2 * 1.0005f * (-System.MathF.Pow(2, -10 * time) + 2)) + start;
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}
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}
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public static float OutInExpo(float start, float end, float time, float duration) => OutIn(OutExpo, InExpo, time, start, end, duration);
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// TODO: need Fix64 power function for Expo
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// CIRCULAR
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public static float InCirc(float start, float end, float time, float duration)
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{
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time /= duration;
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return (-end * (System.MathF.Sqrt(1 - (time * time)) - 1)) + start;
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}
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public static float OutCirc(float start, float end, float time, float duration)
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{
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time = (time / duration) - 1;
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return (end * System.MathF.Sqrt(1 - (time * time))) + start;
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}
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public static float InOutCirc(float start, float end, float time, float duration)
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{
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time = time / duration * 2;
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if (time < 1)
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{
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return (-end / 2 * (System.MathF.Sqrt(1 - (time * time)) - 1)) + start;
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}
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else
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{
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time -= 2;
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return (end / 2 * (System.MathF.Sqrt(1 - (time * time)) + 1)) + start;
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}
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}
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public static float OutInCirc(float start, float end, float time, float duration) => OutIn(OutCirc, InCirc, time, start, end, duration);
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public static Fix64 InCirc(Fix64 start, Fix64 end, Fix64 time, Fix64 duration)
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{
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time /= duration;
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return (-end * (Fix64.Sqrt(1 - (time * time)) - 1)) + start;
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}
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public static Fix64 OutCirc(Fix64 start, Fix64 end, Fix64 time, Fix64 duration)
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{
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time = (time / duration) - 1;
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return (end * Fix64.Sqrt(1 - (time * time))) + start;
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}
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public static Fix64 InOutCirc(Fix64 start, Fix64 end, Fix64 time, Fix64 duration)
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{
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time = time / duration * 2;
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if (time < 1)
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{
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return (-end / 2 * (Fix64.Sqrt(1 - (time * time)) - 1)) + start;
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}
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else
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{
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time -= 2;
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return (end / 2 * (Fix64.Sqrt(1 - (time * time)) + 1)) + start;
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}
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}
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public static Fix64 OutInCirc(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) => OutIn(OutCirc, InCirc, time, start, end, duration);
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// ELASTIC
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public static float InElastic(float start, float end, float time, float duration, float a, float p)
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{
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if (time == 0) { return start; }
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time /= duration;
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if (time == 1) { return start + end; }
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float s;
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if (a < System.MathF.Abs(end))
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{
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a = end;
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s = p / 4;
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}
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else
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{
|
||||
s = p / (2 * System.MathF.PI) * System.MathF.Asin(end / a);
|
||||
}
|
||||
|
||||
time--;
|
||||
|
||||
return -(a * System.MathF.Pow(2, 10 * time) * System.MathF.Sin(((time * duration) - s) * (2 * System.MathF.PI) / p)) + start;
|
||||
}
|
||||
|
||||
public static float InElastic(float start, float end, float time, float duration) => InElastic(start, end, time, duration, end, duration * 0.3f);
|
||||
|
||||
public static float OutElastic(float start, float end, float time, float duration, float a, float p)
|
||||
{
|
||||
if (time == 0) { return start; }
|
||||
|
||||
time /= duration;
|
||||
|
||||
if (time == 1) { return start + end; }
|
||||
|
||||
float s;
|
||||
|
||||
if (a < System.MathF.Abs(end))
|
||||
{
|
||||
a = end;
|
||||
s = p / 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
s = p / (2 * System.MathF.PI) * System.MathF.Asin(end / a);
|
||||
}
|
||||
|
||||
return (a * System.MathF.Pow(2, -10 * time) * System.MathF.Sin(((time * duration) - s) * (2 * System.MathF.PI) / p)) + end + start;
|
||||
}
|
||||
|
||||
public static float OutElastic(float start, float end, float time, float duration) => OutElastic(start, end, time, duration, end, duration * 0.3f);
|
||||
|
||||
public static float InOutElastic(float start, float end, float time, float duration, float a, float p)
|
||||
{
|
||||
if (time == 0) { return start; }
|
||||
|
||||
time = time / duration * 2;
|
||||
|
||||
if (time == 2) { return start + end; }
|
||||
|
||||
float s;
|
||||
|
||||
if (a < System.MathF.Abs(end))
|
||||
{
|
||||
a = end;
|
||||
s = p / 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
s = p / (2 * System.MathF.PI) * System.MathF.Asin(end / a);
|
||||
}
|
||||
|
||||
if (time < 1)
|
||||
{
|
||||
time--;
|
||||
return (-0.5f * (a * System.MathF.Pow(2, 10 * time) * System.MathF.Sin(((time * duration) - s) * (2 * System.MathF.PI) / p))) + start;
|
||||
}
|
||||
else
|
||||
{
|
||||
time--;
|
||||
return (a * System.MathF.Pow(2, -10 * time) * System.MathF.Sin(((time * duration) - s) * (2 * System.MathF.PI) / p) * 0.5f) + end + start;
|
||||
}
|
||||
}
|
||||
|
||||
public static float InOutElastic(float start, float end, float time, float duration) => InOutElastic(start, end, time, duration, end, duration * 0.3f * 1.5f);
|
||||
|
||||
public static float OutInElastic(float start, float end, float time, float duration, float a, float p)
|
||||
{
|
||||
if (time < duration / 2)
|
||||
{
|
||||
return OutElastic(time * 2, start, end / 2, duration, a, p);
|
||||
}
|
||||
else
|
||||
{
|
||||
return InElastic((time * 2) - duration, start + (end / 2), end / 2, duration, a, p);
|
||||
}
|
||||
}
|
||||
|
||||
public static float OutInElastic(float start, float end, float time, float duration) => OutInElastic(start, end, time, duration, end, duration * 0.3f);
|
||||
|
||||
// TODO: Need Fix64 Asin for elastic
|
||||
|
||||
// BACK
|
||||
|
||||
public static float InBack(float start, float end, float time, float duration, float s = 1.70158f)
|
||||
{
|
||||
time /= duration;
|
||||
return (end * time * time * (((s + 1) * time) - s)) + start;
|
||||
}
|
||||
|
||||
public static float InBack(float start, float end, float time, float duration) => InBack(start, end, time, duration);
|
||||
|
||||
public static float OutBack(float start, float end, float time, float duration, float s = 1.70158f)
|
||||
{
|
||||
time = (time / duration) - 1;
|
||||
return (end * ((time * time * (((s + 1) * time) + s)) + 1)) + start;
|
||||
}
|
||||
|
||||
public static float OutBack(float start, float end, float time, float duration) => OutBack(start, end, time, duration);
|
||||
|
||||
public static float InOutBack(float start, float end, float time, float duration, float s = 1.70158f)
|
||||
{
|
||||
s *= 1.525f;
|
||||
time = time / duration * 2;
|
||||
if (time < 1)
|
||||
{
|
||||
return (end / 2 * (time * time * (((s + 1) * time) - s))) + start;
|
||||
}
|
||||
else
|
||||
{
|
||||
time -= 2;
|
||||
return (end / 2 * ((time * time * (((s + 1) * time) + s)) + 2)) + start;
|
||||
}
|
||||
}
|
||||
|
||||
public static float InOutBack(float start, float end, float time, float duration) => InOutBack(start, end, time, duration);
|
||||
|
||||
public static float OutInBack(float start, float end, float time, float duration, float s = 1.70158f)
|
||||
{
|
||||
if (time < duration / 2)
|
||||
{
|
||||
return OutBack(time * 2, start, end / 2, duration, s);
|
||||
}
|
||||
else
|
||||
{
|
||||
return InBack((time * 2) - duration, start + (end / 2), end / 2, duration, s);
|
||||
}
|
||||
}
|
||||
|
||||
public static float OutInBack(float start, float end, float time, float duration) => OutInBack(start, end, time, duration);
|
||||
|
||||
private static readonly Fix64 S_DEFAULT = Fix64.FromFraction(170158, 100000);
|
||||
private static readonly Fix64 S_MULTIPLIER = Fix64.FromFraction(61, 40);
|
||||
|
||||
public static Fix64 InBack(Fix64 start, Fix64 end, Fix64 time, Fix64 duration, Fix64 s)
|
||||
{
|
||||
time /= duration;
|
||||
return (end * time * time * (((s + 1) * time) - s)) + start;
|
||||
}
|
||||
|
||||
public static Fix64 InBack(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) => InBack(start, end, time, duration, S_DEFAULT);
|
||||
|
||||
public static Fix64 OutBack(Fix64 start, Fix64 end, Fix64 time, Fix64 duration, Fix64 s)
|
||||
{
|
||||
time = (time / duration) - 1;
|
||||
return (end * ((time * time * (((s + 1) * time) + s)) + 1)) + start;
|
||||
}
|
||||
|
||||
public static Fix64 OutBack(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) => OutBack(start, end, time, duration, S_DEFAULT);
|
||||
|
||||
public static Fix64 InOutBack(Fix64 start, Fix64 end, Fix64 time, Fix64 duration, Fix64 s)
|
||||
{
|
||||
s *= S_MULTIPLIER;
|
||||
time = time / duration * 2;
|
||||
if (time < 1)
|
||||
{
|
||||
return (end / 2 * (time * time * (((s + 1) * time) - s))) + start;
|
||||
}
|
||||
else
|
||||
{
|
||||
time -= 2;
|
||||
return (end / 2 * ((time * time * (((s + 1) * time) + s)) + 2)) + start;
|
||||
}
|
||||
}
|
||||
|
||||
public static Fix64 InOutBack(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) => InOutBack(start, end, time, duration, S_DEFAULT);
|
||||
|
||||
public static Fix64 OutInBack(Fix64 start, Fix64 end, Fix64 time, Fix64 duration, Fix64 s)
|
||||
{
|
||||
if (time < duration / 2)
|
||||
{
|
||||
return OutBack(time * 2, start, end / 2, duration, s);
|
||||
}
|
||||
else
|
||||
{
|
||||
return InBack((time * 2) - duration, start + (end / 2), end / 2, duration, s);
|
||||
}
|
||||
}
|
||||
|
||||
public static Fix64 OutInBack(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) => OutInBack(start, end, time, duration, S_DEFAULT);
|
||||
|
||||
// BOUNCE
|
||||
|
||||
public static float InBounce(float start, float end, float time, float duration)
|
||||
{
|
||||
return end - OutBounce(duration - time, 0, end, duration) + start;
|
||||
}
|
||||
|
||||
public static float OutBounce(float start, float end, float time, float duration)
|
||||
{
|
||||
time /= duration;
|
||||
if (time < 1 / 2.75f)
|
||||
{
|
||||
return (end * (7.5625f * time * time)) + start;
|
||||
}
|
||||
else if (time < 2 / 2.75f)
|
||||
{
|
||||
time -= (1.5f / 2.75f);
|
||||
return (end * ((7.5625f * time * time) + 0.75f)) + start;
|
||||
}
|
||||
else if (time < 2.5 / 2.75)
|
||||
{
|
||||
time -= (2.25f / 2.75f);
|
||||
return (end * ((7.5625f * time * time) + 0.9375f)) + start;
|
||||
}
|
||||
else
|
||||
{
|
||||
time -= (2.625f / 2.75f);
|
||||
return (end * ((7.5625f * time * time) + 0.984375f)) + start;
|
||||
}
|
||||
}
|
||||
|
||||
public static float InOutBounce(float start, float end, float time, float duration)
|
||||
{
|
||||
if (time < duration / 2)
|
||||
{
|
||||
return (InBounce(time * 2, 0, end, duration) * 0.5f) + start;
|
||||
}
|
||||
else
|
||||
{
|
||||
return (OutBounce((time * 2) - duration, 0, end, duration) * 0.5f) + (end * 0.5f) + start;
|
||||
}
|
||||
}
|
||||
|
||||
public static float OutInBounce(float start, float end, float time, float duration) => OutIn(OutBounce, InBounce, time, start, end, duration);
|
||||
|
||||
private static readonly Fix64 BOUNCE_MULTIPLIER = Fix64.FromFraction(121, 16);
|
||||
|
||||
public static Fix64 InBounce(Fix64 start, Fix64 end, Fix64 time, Fix64 duration)
|
||||
{
|
||||
return end - OutBounce(duration - time, Fix64.Zero, end, duration) + start;
|
||||
}
|
||||
|
||||
// FIXME: these constants are kinda gnarly, could maybe define them as static readonlys
|
||||
public static Fix64 OutBounce(Fix64 start, Fix64 end, Fix64 time, Fix64 duration)
|
||||
{
|
||||
time /= duration;
|
||||
if (time < Fix64.FromFraction(4, 11))
|
||||
{
|
||||
return (end * (BOUNCE_MULTIPLIER * time * time)) + start;
|
||||
}
|
||||
else if (time < Fix64.FromFraction(8, 11))
|
||||
{
|
||||
time -= Fix64.FromFraction(6, 11);
|
||||
return (end * ((BOUNCE_MULTIPLIER * time * time) + Fix64.FromFraction(3, 4))) + start;
|
||||
}
|
||||
else if (time < Fix64.FromFraction(10, 11))
|
||||
{
|
||||
time -= Fix64.FromFraction(9, 11);
|
||||
return (end * ((BOUNCE_MULTIPLIER * time * time) + Fix64.FromFraction(15, 16))) + start;
|
||||
}
|
||||
else
|
||||
{
|
||||
time -= Fix64.FromFraction(21, 22);
|
||||
return (end * ((BOUNCE_MULTIPLIER * time * time) + Fix64.FromFraction(63, 64))) + start;
|
||||
}
|
||||
}
|
||||
|
||||
public static Fix64 InOutBounce(Fix64 start, Fix64 end, Fix64 time, Fix64 duration)
|
||||
{
|
||||
if (time < duration / 2)
|
||||
{
|
||||
return (InBounce(time * 2, Fix64.Zero, end, duration) * Fix64.FromFraction(1, 2)) + start;
|
||||
}
|
||||
else
|
||||
{
|
||||
return (OutBounce((time * 2) - duration, Fix64.Zero, end, duration) * Fix64.FromFraction(1, 2)) + (end * Fix64.FromFraction(1, 2)) + start;
|
||||
}
|
||||
}
|
||||
|
||||
public static Fix64 OutInBounce(Fix64 start, Fix64 end, Fix64 time, Fix64 duration) => OutIn(OutBounce, InBounce, time, start, end, duration);
|
||||
|
||||
public static class Function
|
||||
{
|
||||
public enum Float
|
||||
{
|
||||
Linear,
|
||||
InQuad,
|
||||
OutQuad,
|
||||
InOutQuad,
|
||||
OutInQuad,
|
||||
InCubic,
|
||||
OutCubic,
|
||||
InOutCubic,
|
||||
OutInCubic,
|
||||
InQuart,
|
||||
OutQuart,
|
||||
InOutQuart,
|
||||
OutInQuart,
|
||||
InQuint,
|
||||
OutQuint,
|
||||
InOutQuint,
|
||||
OutInQuint,
|
||||
InSine,
|
||||
OutSine,
|
||||
InOutSine,
|
||||
OutInSine,
|
||||
InExpo,
|
||||
OutExpo,
|
||||
InOutExpo,
|
||||
OutInExpo,
|
||||
InCirc,
|
||||
OutCirc,
|
||||
InOutCirc,
|
||||
OutInCirc,
|
||||
InElastic,
|
||||
OutElastic,
|
||||
InOutElastic,
|
||||
OutInElastic,
|
||||
InBack,
|
||||
OutBack,
|
||||
InOutBack,
|
||||
OutInBack,
|
||||
InBounce,
|
||||
OutBounce,
|
||||
InOutBounce,
|
||||
OutInBounce
|
||||
}
|
||||
|
||||
public enum Fixed
|
||||
{
|
||||
Linear,
|
||||
InQuad,
|
||||
OutQuad,
|
||||
InOutQuad,
|
||||
OutInQuad,
|
||||
InCubic,
|
||||
OutCubic,
|
||||
InOutCubic,
|
||||
OutInCubic,
|
||||
InQuart,
|
||||
OutQuart,
|
||||
InOutQuart,
|
||||
OutInQuart,
|
||||
InQuint,
|
||||
OutQuint,
|
||||
InOutQuint,
|
||||
OutInQuint,
|
||||
InSine,
|
||||
OutSine,
|
||||
InOutSine,
|
||||
OutInSine,
|
||||
InCirc,
|
||||
OutCirc,
|
||||
InOutCirc,
|
||||
OutInCirc,
|
||||
InBack,
|
||||
OutBack,
|
||||
InOutBack,
|
||||
OutInBack,
|
||||
InBounce,
|
||||
OutBounce,
|
||||
InOutBounce,
|
||||
OutInBounce
|
||||
}
|
||||
|
||||
private static Dictionary<Float, EasingFunctionFloat> FloatLookup = new Dictionary<Float, EasingFunctionFloat>
|
||||
{
|
||||
{ Float.Linear, Linear },
|
||||
{ Float.InQuad, InQuad },
|
||||
{ Float.OutQuad, OutQuad },
|
||||
{ Float.InOutQuad, InOutQuad },
|
||||
{ Float.OutInQuad, OutInQuad },
|
||||
{ Float.InCubic, InCubic },
|
||||
{ Float.OutCubic, OutCubic },
|
||||
{ Float.InOutCubic, InOutCubic },
|
||||
{ Float.OutInCubic, OutInCubic },
|
||||
{ Float.InQuart, InQuart },
|
||||
{ Float.OutQuart, OutQuart },
|
||||
{ Float.InOutQuart, InOutQuart },
|
||||
{ Float.OutInQuart, OutInQuart },
|
||||
{ Float.InQuint, InQuint },
|
||||
{ Float.OutQuint, OutQuint },
|
||||
{ Float.InOutQuint, InOutQuint },
|
||||
{ Float.OutInQuint, OutInQuint },
|
||||
{ Float.InSine, InSine },
|
||||
{ Float.OutSine, OutSine },
|
||||
{ Float.InOutSine, InOutSine },
|
||||
{ Float.OutInSine, OutInSine },
|
||||
{ Float.InExpo, InExpo },
|
||||
{ Float.OutExpo, OutExpo },
|
||||
{ Float.InOutExpo, InOutExpo },
|
||||
{ Float.OutInExpo, OutInExpo },
|
||||
{ Float.InCirc, InCirc },
|
||||
{ Float.OutCirc, OutCirc },
|
||||
{ Float.InOutCirc, InOutCirc },
|
||||
{ Float.OutInCirc, OutInCirc },
|
||||
{ Float.InElastic, InElastic },
|
||||
{ Float.OutElastic, OutElastic },
|
||||
{ Float.InOutElastic, InOutElastic },
|
||||
{ Float.OutInElastic, OutInElastic },
|
||||
{ Float.InBack, InBack },
|
||||
{ Float.OutBack, OutBack },
|
||||
{ Float.InOutBack, InOutBack },
|
||||
{ Float.OutInBack, OutInBack },
|
||||
{ Float.InBounce, InBounce },
|
||||
{ Float.OutBounce, OutBounce },
|
||||
{ Float.InOutBounce, InOutBounce },
|
||||
{ Float.OutInBounce, OutInBounce }
|
||||
};
|
||||
|
||||
private static Dictionary<Fixed, EasingFunctionFixed> FixedLookup = new Dictionary<Fixed, EasingFunctionFixed>
|
||||
{
|
||||
{ Fixed.Linear, Linear },
|
||||
{ Fixed.InQuad, InQuad },
|
||||
{ Fixed.OutQuad, OutQuad },
|
||||
{ Fixed.InOutQuad, InOutQuad },
|
||||
{ Fixed.OutInQuad, OutInQuad },
|
||||
{ Fixed.InCubic, InCubic },
|
||||
{ Fixed.OutCubic, OutCubic },
|
||||
{ Fixed.InOutCubic, InOutCubic },
|
||||
{ Fixed.OutInCubic, OutInCubic },
|
||||
{ Fixed.InQuart, InQuart },
|
||||
{ Fixed.OutQuart, OutQuart },
|
||||
{ Fixed.InOutQuart, InOutQuart },
|
||||
{ Fixed.OutInQuart, OutInQuart },
|
||||
{ Fixed.InQuint, InQuint },
|
||||
{ Fixed.OutQuint, OutQuint },
|
||||
{ Fixed.InOutQuint, InOutQuint },
|
||||
{ Fixed.OutInQuint, OutInQuint },
|
||||
{ Fixed.InSine, InSine },
|
||||
{ Fixed.OutSine, OutSine },
|
||||
{ Fixed.InOutSine, InOutSine },
|
||||
{ Fixed.OutInSine, OutInSine },
|
||||
{ Fixed.InCirc, InCirc },
|
||||
{ Fixed.OutCirc, OutCirc },
|
||||
{ Fixed.InOutCirc, InOutCirc },
|
||||
{ Fixed.OutInCirc, OutInCirc },
|
||||
{ Fixed.InBack, InBack },
|
||||
{ Fixed.OutBack, OutBack },
|
||||
{ Fixed.InOutBack, InOutBack },
|
||||
{ Fixed.OutInBack, OutInBack },
|
||||
{ Fixed.InBounce, InBounce },
|
||||
{ Fixed.OutBounce, OutBounce },
|
||||
{ Fixed.InOutBounce, InOutBounce },
|
||||
{ Fixed.OutInBounce, OutInBounce }
|
||||
};
|
||||
|
||||
public static EasingFunctionFloat Get(Float functionEnum)
|
||||
{
|
||||
return FloatLookup[functionEnum];
|
||||
}
|
||||
|
||||
public static EasingFunctionFixed Get(Fixed functionEnum)
|
||||
{
|
||||
return FixedLookup[functionEnum];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue