using UnityEngine;

public class FRILerp : MonoBehaviour
{
	private void Start()
	{
	}

	public static Vector3 Lerp(Vector3 from, Vector3 target, float speed)
	{
		return Vector3.Lerp(from, target, 1f - Mathf.Exp((0f - speed) * TimeHandler.deltaTime));
	}

	public static Vector3 LerpUnclamped(Vector3 from, Vector3 target, float speed)
	{
		return Vector3.LerpUnclamped(from, target, 1f - Mathf.Exp((0f - speed) * TimeHandler.deltaTime));
	}

	public static float Lerp(float from, float target, float speed)
	{
		return Mathf.Lerp(from, target, 1f - Mathf.Exp((0f - speed) * TimeHandler.deltaTime));
	}

	public static float LerpUnclamped(float from, float target, float speed)
	{
		return Mathf.LerpUnclamped(from, target, 1f - Mathf.Exp((0f - speed) * TimeHandler.deltaTime));
	}

	public static Vector3 Slerp(Vector3 from, Vector3 target, float speed)
	{
		return Vector3.Slerp(from, target, 1f - Mathf.Exp((0f - speed) * TimeHandler.deltaTime));
	}

	public static Vector3 SlerpUnclamped(Vector3 from, Vector3 target, float speed)
	{
		return Vector3.SlerpUnclamped(from, target, 1f - Mathf.Exp((0f - speed) * TimeHandler.deltaTime));
	}

	public static Quaternion Lerp(Quaternion from, Quaternion target, float speed)
	{
		return Quaternion.Lerp(from, target, 1f - Mathf.Exp((0f - speed) * TimeHandler.deltaTime));
	}

	public static Quaternion LerpUnclamped(Quaternion from, Quaternion target, float speed)
	{
		return Quaternion.LerpUnclamped(from, target, 1f - Mathf.Exp((0f - speed) * TimeHandler.deltaTime));
	}
}