248 lines
6.3 KiB
C#
248 lines
6.3 KiB
C#
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using UnityEngine;
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namespace NeoFPS
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{
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public static class EasingFunctions
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{
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private const float k_Pi = 3.1415926535897932384626433832795f;
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private const float k_FourPi = 12.566370614359172953850573533118f;
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private const float k_C1 = 1.70158f;
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private const float k_C3 = 2.70158f;
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// Quadratic easing
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public static float EaseInQuadratic(float x)
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{
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x = Mathf.Clamp01(x);
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return x * x;
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}
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public static float EaseOutQuadratic(float x)
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{
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float y = 1f - Mathf.Clamp01(x);
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return 1f - (y * y);
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}
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public static float EaseInOutQuadratic(float x)
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{
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x = Mathf.Clamp01(x);
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if (x < 0.5f)
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{
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return 2f * x * x;
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}
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else
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{
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float y = -2f * x + 2;
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return 1f - (y * y) * 0.5f;
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}
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}
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public static float EaseInQuadraticUnclamped(float x)
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{
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return x * x;
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}
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public static float EaseOutQuadraticUnclamped(float x)
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{
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float y = 1f - x;
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return 1f - (y * y);
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}
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public static float EaseInOutQuadraticUnclamped(float x)
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{
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if (x < 0.5f)
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{
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return 2f * x * x;
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}
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else
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{
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float y = -2f * x + 2;
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return 1f - (y * y) * 0.5f;
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}
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}
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// Cubic easing
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public static float EaseInCubic(float x)
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{
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x = Mathf.Clamp01(x);
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return x * x * x;
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}
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public static float EaseOutCubic(float x)
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{
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float y = 1f - Mathf.Clamp01(x);
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return 1f - (y * y * y);
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}
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public static float EaseInOutCubic(float x)
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{
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x = Mathf.Clamp01(x);
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if (x < 0.5f)
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{
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return 4f * x * x * x;
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}
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else
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{
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float y = -2f * x + 2;
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return 1f - (y * y * y) * 0.5f;
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}
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}
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public static float EaseInCubicUnclamped(float x)
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{
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return x * x * x;
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}
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public static float EaseOutCubicUnclamped(float x)
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{
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float y = 1f - x;
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return 1f - (y * y * y);
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}
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public static float EaseInOutCubicUnclamped(float x)
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{
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if (x < 0.5f)
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{
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return 4f * x * x * x;
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}
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else
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{
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float y = -2f * x + 2;
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return 1f - (y * y * y) * 0.5f;
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}
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}
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// Quartic easing
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public static float EaseInQuartic(float x)
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{
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x = Mathf.Clamp01(x);
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return x * x * x * x;
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}
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public static float EaseOutQuartic(float x)
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{
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float y = 1f - Mathf.Clamp01(x);
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return 1f - (y * y * y * y);
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}
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public static float EaseInOutQuartic(float x)
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{
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x = Mathf.Clamp01(x);
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if (x < 0.5f)
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{
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return 8f * x * x * x * x;
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}
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else
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{
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float y = -2f * x + 2;
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return 1f - (y * y * y * y) * 0.5f;
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}
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}
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public static float EaseInQuarticUnclamped(float x)
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{
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return x * x * x * x;
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}
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public static float EaseOutQuarticUnclamped(float x)
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{
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float y = 1f - x;
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return 1f - (y * y * y * y);
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}
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public static float EaseInOutQuarticUnclamped(float x)
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{
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if (x < 0.5f)
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{
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return 8f * x * x * x * x;
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}
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else
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{
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float y = -2f * x + 2;
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return 1f - (y * y * y * y) * 0.5f;
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}
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}
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// Overshoot
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public static float EaseInOvershoot(float x)
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{
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float y = 1f - Mathf.Clamp01(x);
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return 1f - k_C3 * y * y * y + k_C1 * y * y;
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}
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public static float EaseOutOvershoot(float x)
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{
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x = Mathf.Clamp01(x);
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return k_C3 * x * x * x - k_C1 * x * x;
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}
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public static float EaseInOvershootUnclamped(float x)
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{
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float y = 1f - x;
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return 1f - k_C3 * y * y * y + k_C1 * y * y;
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}
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public static float EaseOutOvershootUnclamped(float x)
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{
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return k_C3 * x * x * x - k_C1 * x * x;
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}
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// Spring
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public static float EaseInSpring(float x, float damping = 0f)
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{
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x = Mathf.Clamp01(x);
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float y = x * x * k_FourPi - k_Pi;
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float pow = Mathf.Pow(2f, Mathf.Lerp(-6.75f, -10f, damping) * x);
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return 1f + pow * Mathf.Cos(y);
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}
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public static float EaseOutSpring(float x, float damping = 0f)
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{
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return 1f - EaseInSpring(1f - x, damping);
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}
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public static float EaseInSpringUnclamped(float x, float damping = 0f)
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{
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float y = x * x * k_FourPi - k_Pi;
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float pow = Mathf.Pow(2f, Mathf.Lerp(-6.75f, -10f, damping) * x);
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return 1f + pow * Mathf.Cos(y);
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}
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public static float EaseOutSpringUnclamped(float x, float damping = 0f)
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{
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return 1f - EaseInSpringUnclamped(1f - x, damping);
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}
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// Bounce
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public static float EaseInBounce(float x, float damping = 0f)
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{
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x = Mathf.Clamp01(x);
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float y = x * x * k_FourPi;
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float pow = Mathf.Pow(2f, Mathf.Lerp(-6.75f, -10f, damping) * x);
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return 1f - pow * Mathf.Abs(Mathf.Cos(y));
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}
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public static float EaseOutBounce(float x, float damping = 0f)
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{
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return 1f - EaseInBounce(1f - x, damping);
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}
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public static float EaseInBounceUnclamped(float x, float damping = 0f)
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{
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float y = x * x * k_FourPi;
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float pow = Mathf.Pow(2f, Mathf.Lerp(-6.75f, -10f, damping) * x);
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return 1f - pow * Mathf.Abs(Mathf.Cos(y));
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}
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public static float EaseOutBounceUnclamped(float x, float damping = 0f)
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{
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return 1f - EaseInBounceUnclamped(1f - x, damping);
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}
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}
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}
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