Increasing or decreasing int values quickly?

I’m making an RTS game where resources are gathered and taken away, when gaining or spending resources I would like to increase or decrease them quickly instead of taking them or adding them all at one shot. The resources are int values since I don’t want decimals in my resources. Is there an easy way to do this? Thanks!!

I put this together that try to go for the resourcesTarget by lerping on a curve that slows down when close to the target value.
Just for previewing the resourcesTarget is Serialized so it can be changed in the inspector but it should work better if set using the ResourcesTarget Property.
You can also play with the lerpDelay to control the time to reach the target.

    [Range(0, 1000000)]
    [SerializeField]
    private int resourcesTarget = 100000;
    [Range(0.1f, 20f)]
    public float lerpDelay = 2f;
    public int resourcesDisplayed;
    Text resourcesTextBox;
    string resourcesText;
    bool isTargetChanged;
    public int ResourcesTarget
    {
        get
        {
            return resourcesTarget;
        }
        set
        {
            resourcesTarget = value;
            isTargetChanged = true;
        }
    }
    void Start()
    {
        StartCoroutine(ResourcesCorrection());
        resourcesTextBox = GetComponent<Text>();
    }

    void Update()
    {
        if (resourcesTextBox.text != resourcesText)
        {
            resourcesTextBox.text = resourcesText;
        }
    }

    IEnumerator ResourcesCorrection()
    {
        while (true)
        {
            if (resourcesTarget == resourcesDisplayed)
            {
                yield return null;
            }
            else
            {
                int resourcesOld = resourcesDisplayed;
                isTargetChanged = false;
                float currentLerpTime = 0f;
                while (resourcesTarget != resourcesDisplayed && isTargetChanged == false)
                {
                    currentLerpTime += Time.deltaTime;
                    if (currentLerpTime > lerpDelay)
                    {
                        currentLerpTime = lerpDelay;
                    }
                    float t = currentLerpTime / lerpDelay;
                    t = Mathf.Sin(t * Mathf.PI * 0.5f);
                    resourcesDisplayed = (int)Mathf.Lerp(resourcesOld, resourcesTarget, t);
                    resourcesText = resourcesDisplayed.ToString();
                    yield return null;
                }
            }
        }
    }