using System; public class EaseUtil { public static double EaseInSine(float x) { return 1 - Math.Cos(x * Math.PI / 2); } public static double EaseOutSine(float x) { return Math.Sin(x * Math.PI / 2); } public static double EaseInOutSine(float x) { return -(Math.Cos(Math.PI * x) - 1) / 2; } public static double EaseInQuad(float x) { return x * x; } public static double EaseOutQuad(float x) { return 1 - (1 - x) * (1 - x); } public static double EaseInOutQuad(float x) { return x < 0.5 ? 2 * x * x : 1 - Math.Pow(-2 * x + 2, 2) / 2; } public static double EaseInQuart(float x) { return Math.Pow(x, 4); } public static double EaseOutQuart(float x) { return 1 - Math.Pow(1 - x, 4); } public static double EaseInOutQuart(float x) { return x < 0.5 ? 8 * x * x * x * x : 1 - Math.Pow(-2 * x + 2, 4) / 2; } public static double EaseInCubic(float x) { return Math.Pow(x, 3); } public static double EaseOutCubic(float x) { return 1 - Math.Pow(1 - x, 3); } public static double EaseInOutCubic(float x) { return x < 0.5f ? 4 * x * x * x : 1 - Math.Pow(-2 * x + 2, 3) / 2; } public static double EaseInQuint(float x) { return Math.Pow(x, 5); } public static double EaseOutQuint(float x) { return 1 - Math.Pow(1 - x, 5); } public static double EaseInOutQuint(float x) { return x < 0.5f ? 16 * Math.Pow(x, 5) : 1 - Math.Pow(-2 * x + 2, 5) / 2; } public static double EaseInExpo(float x) { return x == 0 ? 0 : Math.Pow(2, 10 * x - 10); } public static double EaseOutExpo(float x) { return x == 1 ? 1 : 1 - Math.Pow(2, -10 * x); } public static double EaseInOutExpo(float x) { return x == 0 ? 0 : x == 1 ? 1 : x < 0.5 ? Math.Pow(2, 20 * x - 10) / 2 : (2 - Math.Pow(2, -20 * x + 10)) / 2; } public static double EaseInCirc(float x) { return 1 - Math.Sqrt(1 - Math.Pow(x, 2)); } public static double EaseOutCirc(float x) { return Math.Sqrt(1 - Math.Pow(x - 1, 2)); } public static double EaseInOutCirc(float x) { return x < 0.5 ? (1 - Math.Sqrt(1 - Math.Pow(2 * x, 2))) / 2 : (Math.Sqrt(1 - Math.Pow(-2 * x + 2, 2)) + 1) / 2; } public static double EaseInBack(float x) { double c1 = 1.70158; double c3 = c1 + 1; return c3 * x * x * x - c1 * x * x; } public static double EaseOutBack(float x) { double c1 = 1.70158; double c3 = c1 + 1; return 1 + c3 * Math.Pow(x - 1, 3) + c1 * Math.Pow(x - 1, 2); } public static double EaseInOutBack(float x) { double c1 = 1.70158; double c2 = c1 * 1.525; 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; } public static double EaseInElastic(float x) { double c4 = 2 * Math.PI / 3; return x == 0 ? 0 : x == 1 ? 1 : -Math.Pow(2, 10 * x - 10) * Math.Sin((x * 10 - 10.75) * c4); } public static double EaseOutElastic(float x) { double c4 = 2 * Math.PI / 3; return x == 0 ? 0 : x == 1 ? 1 : Math.Pow(2, -10 * x) * Math.Sin((x * 10 - 0.75) * c4) + 1; } public static double EaseInOutElastic(float x) { double c5 = 2 * Math.PI / 4.5; return x == 0 ? 0 : x == 1 ? 1 : x < 0.5 ? -(Math.Pow(2, 20 * x - 10) * Math.Sin((20 * x - 11.125) * c5)) / 2 : Math.Pow(2, -20 * x + 10) * Math.Sin((20 * x - 11.125) * c5) / 2 + 1; } public static double EaseInBounce(float x) { return 1 - EaseOutBounce(1 - x); } public static double EaseOutBounce(float x) { double n1 = 7.5625; double d1 = 2.75; if (x < 1 / d1) { return n1 * x * x; } else if (x < 2 / d1) { return n1 * (x -= (float)(1.5 / d1)) * x + 0.75; } else if (x < 2.5 / d1) { return n1 * (x -= (float)(2.25 / d1)) * x + 0.9375; } else { return n1 * (x -= (float)(2.625 / d1)) * x + 0.984375; } } public static double EaseInOutBounce(float x) { return x < 0.5 ? (1 - EaseOutBounce(1 - 2 * x)) / 2 : (1 + EaseOutBounce(2 * x - 1)) / 2; } }