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Simple Easing Functions for Unity

Nabeel
December 27, 2014
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Simple Easing Functions for Unity
Super simple, fast and easy to use tweening functions for unity which incorporates optimised Robert Penner's equations.

Functions taken from https://github.com/sole/tween.js/blob/master/src/Tween.js


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using UnityEngine;
 
/*
* Functions taken from Tween.js - Licensed under the MIT license
* at https://github.com/sole/tween.js
*/
public class Easing
{
 
public static float Linear (float k) {
return k;
}
public class Quadratic
{
public static float In (float k) {
return k*k;
}
public static float Out (float k) {
return k*(2f - k);
}
public static float InOut (float k) {
if ((k *= 2f) < 1f) return 0.5f*k*k;
return -0.5f*((k -= 1f)*(k - 2f) - 1f);
}
};
public class Cubic
{
public static float In (float k) {
return k*k*k;
}
public static float Out (float k) {
return 1f + ((k -= 1f)*k*k);
}
public static float InOut (float k) {
if ((k *= 2f) < 1f) return 0.5f*k*k*k;
return 0.5f*((k -= 2f)*k*k + 2f);
}
};
public class Quartic
{
public static float In (float k) {
return k*k*k*k;
}
public static float Out (float k) {
return 1f - ((k -= 1f)*k*k*k);
}
public static float InOut (float k) {
if ((k *= 2f) < 1f) return 0.5f*k*k*k*k;
return -0.5f*((k -= 2f)*k*k*k - 2f);
}
};
public class Quintic
{
public static float In (float k) {
return k*k*k*k*k;
}
public static float Out (float k) {
return 1f + ((k -= 1f)*k*k*k*k);
}
public static float InOut (float k) {
if ((k *= 2f) < 1f) return 0.5f*k*k*k*k*k;
return 0.5f*((k -= 2f)*k*k*k*k + 2f);
}
};
public class Sinusoidal
{
public static float In (float k) {
return 1f - Mathf.Cos(k*Mathf.PI/2f);
}
public static float Out (float k) {
return Mathf.Sin(k*Mathf.PI/2f);
}
public static float InOut (float k) {
return 0.5f*(1f - Mathf.Cos(Mathf.PI*k));
}
};
public class Exponential
{
public static float In (float k) {
return k == 0f? 0f : Mathf.Pow(1024f, k - 1f);
}
public static float Out (float k) {
return k == 1f? 1f : 1f - Mathf.Pow(2f, -10f*k);
}
public static float InOut (float k) {
if (k == 0f) return 0f;
if (k == 1f) return 1f;
if ((k *= 2f) < 1f) return 0.5f*Mathf.Pow(1024f, k - 1f);
return 0.5f*(-Mathf.Pow(2f, -10f*(k - 1f)) + 2f);
}
};
public class Circular
{
public static float In (float k) {
return 1f - Mathf.Sqrt(1f - k*k);
}
public static float Out (float k) {
return Mathf.Sqrt(1f - ((k -= 1f)*k));
}
public static float InOut (float k) {
if ((k *= 2f) < 1f) return -0.5f*(Mathf.Sqrt(1f - k*k) - 1);
return 0.5f*(Mathf.Sqrt(1f - (k -= 2f)*k) + 1f);
}
};
public class Elastic
{
public static float In (float k) {
if (k == 0) return 0;
if (k == 1) return 1;
return -Mathf.Pow( 2f, 10f*(k -= 1f))*Mathf.Sin((k - 0.1f)*(2f*Mathf.PI)/0.4f);
}
public static float Out (float k) {
if (k == 0) return 0;
if (k == 1) return 1;
return Mathf.Pow(2f, -10f*k)*Mathf.Sin((k - 0.1f)*(2f*Mathf.PI)/0.4f) + 1f;
}
public static float InOut (float k) {
if ((k *= 2f) < 1f) return -0.5f*Mathf.Pow(2f, 10f*(k -= 1f))*Mathf.Sin((k - 0.1f)*(2f*Mathf.PI)/0.4f);
return Mathf.Pow(2f, -10f*(k -= 1f))*Mathf.Sin((k - 0.1f)*(2f*Mathf.PI)/0.4f)*0.5f + 1f;
}
};
public class Back
{
static float s = 1.70158f;
static float s2 = 2.5949095f;
public static float In (float k) {
return k*k*((s + 1f)*k - s);
}
public static float Out (float k) {
return (k -= 1f)*k*((s + 1f)*k + s) + 1f;
}
public static float InOut (float k) {
if ((k *= 2f) < 1f) return 0.5f*(k*k*((s2 + 1f)*k - s2));
return 0.5f*((k -= 2f)*k*((s2 + 1f)*k + s2) + 2f);
}
};
public class Bounce
{
public static float In (float k) {
return 1f - Out(1f - k);
}
public static float Out (float k) {
if (k < (1f/2.75f)) {
return 7.5625f*k*k;
}
else if (k < (2f/2.75f)) {
return 7.5625f*(k -= (1.5f/2.75f))*k + 0.75f;
}
else if (k < (2.5f/2.75f)) {
return 7.5625f *(k -= (2.25f/2.75f))*k + 0.9375f;
}
else {
return 7.5625f*(k -= (2.625f/2.75f))*k + 0.984375f;
}
}
public static float InOut (float k) {
if (k < 0.5f) return In(k*2f)*0.5f;
return Out(k*2f - 1f)*0.5f + 0.5f;
}
};
}
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