Update EaseUtil.cs
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@ -90,9 +90,9 @@ public class EaseUtil
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public static double EaseInOutExpo(float x)
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{
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return x == 0 ? 0 :
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x == 1 ? 1 :
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x < 0.5 ? Math.Pow(2, 20 * x - 10) / 2 :
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(2 - Math.Pow(2, -20 * x + 10)) / 2;
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x == 1 ? 1 :
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x < 0.5 ? Math.Pow(2, 20 * x - 10) / 2 :
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(2 - Math.Pow(2, -20 * x + 10)) / 2;
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}
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public static double EaseInCirc(float x)
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@ -131,9 +131,7 @@ public class EaseUtil
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double c1 = 1.70158;
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double c2 = c1 * 1.525;
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return x < 0.5 ?
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Math.Pow(2 * x, 2) * ((c2 + 1) * 2 * x - c2) / 2 :
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(Math.Pow(2 * x - 2, 2) * ((c2 + 1) * (x * 2 - 2) + c2) + 2) / 2;
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return x < 0.5 ? Math.Pow(2 * x, 2) * ((c2 + 1) * 2 * x - c2) / 2 : (Math.Pow(2 * x - 2, 2) * ((c2 + 1) * (x * 2 - 2) + c2) + 2) / 2;
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}
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public static double EaseInElastic(float x)
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@ -152,9 +150,9 @@ public class EaseUtil
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{
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double c5 = 2 * Math.PI / 4.5;
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return x == 0 ? 0 :
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x == 1 ? 1 :
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x < 0.5 ? -(Math.Pow(2, 20 * x - 10) * Math.Sin((20 * x - 11.125) * c5)) / 2 :
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Math.Pow(2, -20 * x + 10) * Math.Sin((20 * x - 11.125) * c5) / 2 + 1;
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x == 1 ? 1 :
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x < 0.5 ? -(Math.Pow(2, 20 * x - 10) * Math.Sin((20 * x - 11.125) * c5)) / 2 :
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Math.Pow(2, -20 * x + 10) * Math.Sin((20 * x - 11.125) * c5) / 2 + 1;
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}
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public static double EaseInBounce(float x)
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