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Custom Tween Curve Support #9

@AstraX2

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@AstraX2

Note - Dependent on #8

Creating support for custom tweening functions to allow for unlimited tween capabilities.

For context, the basic tween curve for a linear interpolation looks like this:

function lerp(a, b, delta)
 return a * (1-delta) + b * t
end

Where the delta variable is how far along the tween the tween object (#8) is. By allowing custom tween curve functions, there are unlimited possibilities for tweening, including using outside variables inside a tween curve.

For example, one could change the easing style dynamically within the tween curve depending on a BoolValue.Value property to make motion more expressive if an NPC was spotted. All custom tween curve functions would need 3 inputs and 1 output, and must correspond to the type of the inputs.

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