Easing .curves

Is there any custom “*.curves” that are close to this?

With bounce, elastic, ect?

Unity allows to save them to your project, I don’t know why i couldn’t google any.
I’m currently using Unity 4.6 (don’t know maybe it changed in Unity 5)
I can’t belive there is none that everybody uses.

2 Answers

2

Check the plugin “iTween” on the asset store you can get all standard curves

using UnityEngine;

public class EasingCurves {

  #region Easing Curves

  public float linear(float start, float end, float value)
  {
    return Mathf.Lerp(start, end, value);
  }

  public float clerp(float start, float end, float value)
  {
    float min = 0.0f;
    float max = 360.0f;
    float half = Mathf.Abs((max - min) * 0.5f);
    float retval = 0.0f;
    float diff = 0.0f;
    if ((end - start) < -half)
    {
      diff = ((max - start) + end) * value;
      retval = start + diff;
    }
    else if ((end - start) > half)
    {
      diff = -((max - end) + start) * value;
      retval = start + diff;
    }
    else retval = start + (end - start) * value;
    return retval;
  }

  public float spring(float start, float end, float value)
  {
    value = Mathf.Clamp01(value);
    value = (Mathf.Sin(value * Mathf.PI * (0.2f + 2.5f * value * value * value)) * Mathf.Pow(1f - value, 2.2f) + value) * (1f + (1.2f * (1f - value)));
    return start + (end - start) * value;
  }

  public float easeInQuad(float start, float end, float value)
  {
    end -= start;
    return end * value * value + start;
  }

  public float easeOutQuad(float start, float end, float value)
  {
    end -= start;
    return -end * value * (value - 2) + start;
  }

  public float easeInOutQuad(float start, float end, float value)
  {
    value /= .5f;
    end -= start;
    if (value < 1) return end * 0.5f * value * value + start;
    value--;
    return -end * 0.5f * (value * (value - 2) - 1) + start;
  }

  public float easeInCubic(float start, float end, float value)
  {
    end -= start;
    return end * value * value * value + start;
  }

  public float easeOutCubic(float start, float end, float value)
  {
    value--;
    end -= start;
    return end * (value * value * value + 1) + start;
  }

  public float easeInOutCubic(float start, float end, float value)
  {
    value /= .5f;
    end -= start;
    if (value < 1) return end * 0.5f * value * value * value + start;
    value -= 2;
    return end * 0.5f * (value * value * value + 2) + start;
  }

  public float easeInQuart(float start, float end, float value)
  {
    end -= start;
    return end * value * value * value * value + start;
  }

  public float easeOutQuart(float start, float end, float value)
  {
    value--;
    end -= start;
    return -end * (value * value * value * value - 1) + start;
  }

  public float easeInOutQuart(float start, float end, float value)
  {
    value /= .5f;
    end -= start;
    if (value < 1) return end * 0.5f * value * value * value * value + start;
    value -= 2;
    return -end * 0.5f * (value * value * value * value - 2) + start;
  }

  public float easeInQuint(float start, float end, float value)
  {
    end -= start;
    return end * value * value * value * value * value + start;
  }

  public float easeOutQuint(float start, float end, float value)
  {
    value--;
    end -= start;
    return end * (value * value * value * value * value + 1) + start;
  }

  public float easeInOutQuint(float start, float end, float value)
  {
    value /= .5f;
    end -= start;
    if (value < 1) return end * 0.5f * value * value * value * value * value + start;
    value -= 2;
    return end * 0.5f * (value * value * value * value * value + 2) + start;
  }

  public float easeInSine(float start, float end, float value)
  {
    end -= start;
    return -end * Mathf.Cos(value * (Mathf.PI * 0.5f)) + end + start;
  }

  public float easeOutSine(float start, float end, float value)
  {
    end -= start;
    return end * Mathf.Sin(value * (Mathf.PI * 0.5f)) + start;
  }

  public float easeInOutSine(float start, float end, float value)
  {
    end -= start;
    return -end * 0.5f * (Mathf.Cos(Mathf.PI * value) - 1) + start;
  }

  public float easeInExpo(float start, float end, float value)
  {
    end -= start;
    return end * Mathf.Pow(2, 10 * (value - 1)) + start;
  }

  public float easeOutExpo(float start, float end, float value)
  {
    end -= start;
    return end * (-Mathf.Pow(2, -10 * value) + 1) + start;
  }

  public float easeInOutExpo(float start, float end, float value)
  {
    value /= .5f;
    end -= start;
    if (value < 1) return end * 0.5f * Mathf.Pow(2, 10 * (value - 1)) + start;
    value--;
    return end * 0.5f * (-Mathf.Pow(2, -10 * value) + 2) + start;
  }

  public float easeInCirc(float start, float end, float value)
  {
    end -= start;
    return -end * (Mathf.Sqrt(1 - value * value) - 1) + start;
  }

  public float easeOutCirc(float start, float end, float value)
  {
    value--;
    end -= start;
    return end * Mathf.Sqrt(1 - value * value) + start;
  }

  public float easeInOutCirc(float start, float end, float value)
  {
    value /= .5f;
    end -= start;
    if (value < 1) return -end * 0.5f * (Mathf.Sqrt(1 - value * value) - 1) + start;
    value -= 2;
    return end * 0.5f * (Mathf.Sqrt(1 - value * value) + 1) + start;
  }

  /* GFX47 MOD START */
  public float easeInBounce(float start, float end, float value)
  {
    end -= start;
    float d = 1f;
    return end - easeOutBounce(0, end, d - value) + start;
  }
  /* GFX47 MOD END */

  /* GFX47 MOD START */
  //public float bounce(float start, float end, float value){
  public float easeOutBounce(float start, float end, float value)
  {
    value /= 1f;
    end -= start;
    if (value < (1 / 2.75f))
    {
      return end * (7.5625f * value * value) + start;
    }
    else if (value < (2 / 2.75f))
    {
      value -= (1.5f / 2.75f);
      return end * (7.5625f * (value) * value + .75f) + start;
    }
    else if (value < (2.5 / 2.75))
    {
      value -= (2.25f / 2.75f);
      return end * (7.5625f * (value) * value + .9375f) + start;
    }
    else
    {
      value -= (2.625f / 2.75f);
      return end * (7.5625f * (value) * value + .984375f) + start;
    }
  }
  /* GFX47 MOD END */

  /* GFX47 MOD START */
  public float easeInOutBounce(float start, float end, float value)
  {
    end -= start;
    float d = 1f;
    if (value < d * 0.5f) return easeInBounce(0, end, value * 2) * 0.5f + start;
    else return easeOutBounce(0, end, value * 2 - d) * 0.5f + end * 0.5f + start;
  }
  /* GFX47 MOD END */

  public float easeInBack(float start, float end, float value)
  {
    end -= start;
    value /= 1;
    float s = 1.70158f;
    return end * (value) * value * ((s + 1) * value - s) + start;
  }

  public float easeOutBack(float start, float end, float value)
  {
    float s = 1.70158f;
    end -= start;
    value = (value) - 1;
    return end * ((value) * value * ((s + 1) * value + s) + 1) + start;
  }

  public float easeInOutBack(float start, float end, float value)
  {
    float s = 1.70158f;
    end -= start;
    value /= .5f;
    if ((value) < 1)
    {
      s *= (1.525f);
      return end * 0.5f * (value * value * (((s) + 1) * value - s)) + start;
    }
    value -= 2;
    s *= (1.525f);
    return end * 0.5f * ((value) * value * (((s) + 1) * value + s) + 2) + start;
  }

  public float punch(float amplitude, float value)
  {
    float s = 9;
    if (value == 0)
    {
      return 0;
    }
    else if (value == 1)
    {
      return 0;
    }
    float period = 1 * 0.3f;
    s = period / (2 * Mathf.PI) * Mathf.Asin(0);
    return (amplitude * Mathf.Pow(2, -10 * value) * Mathf.Sin((value * 1 - s) * (2 * Mathf.PI) / period));
  }

  /* GFX47 MOD START */
  public float easeInElastic(float start, float end, float value)
  {
    end -= start;

    float d = 1f;
    float p = d * .3f;
    float s = 0;
    float a = 0;

    if (value == 0) return start;

    if ((value /= d) == 1) return start + end;

    if (a == 0f || a < Mathf.Abs(end))
    {
      a = end;
      s = p / 4;
    }
    else
    {
      s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
    }

    return -(a * Mathf.Pow(2, 10 * (value -= 1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p)) + start;
  }
  /* GFX47 MOD END */

  /* GFX47 MOD START */
  //public float elastic(float start, float end, float value){
  public float easeOutElastic(float start, float end, float value)
  {
    /* GFX47 MOD END */
    //Thank you to rafael.marteleto for fixing this as a port over from Pedro's UnityTween
    end -= start;

    float d = 1f;
    float p = d * .3f;
    float s = 0;
    float a = 0;

    if (value == 0) return start;

    if ((value /= d) == 1) return start + end;

    if (a == 0f || a < Mathf.Abs(end))
    {
      a = end;
      s = p * 0.25f;
    }
    else
    {
      s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
    }

    return (a * Mathf.Pow(2, -10 * value) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p) + end + start);
  }

  /* GFX47 MOD START */
  public float easeInOutElastic(float start, float end, float value)
  {
    end -= start;

    float d = 1f;
    float p = d * .3f;
    float s = 0;
    float a = 0;

    if (value == 0) return start;

    if ((value /= d * 0.5f) == 2) return start + end;

    if (a == 0f || a < Mathf.Abs(end))
    {
      a = end;
      s = p / 4;
    }
    else
    {
      s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
    }

    if (value < 1) return -0.5f * (a * Mathf.Pow(2, 10 * (value -= 1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p)) + start;
    return a * Mathf.Pow(2, -10 * (value -= 1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p) * 0.5f + end + start;
  }
  /* GFX47 MOD END */

  #endregion

}

Forgot to update the question when I got the answer from the different source

Thanks to the user @ntakushima on Twitter for linking this pre-generated AnimationCurve presets from Penner’s easing functions. They are very useful for example for NGUI tweening or other standalone tweening libraries where you specify a tween in an Inspector.
So here it is - Github: EasingCurvePresets

Cool. Thanks for sharing.