Beispiel #1
0
    private IEnumerator Animate()
    {
        if (_delay > 0)
        {
            yield return(new WaitForSeconds(_delay));
        }

        _setValue(_initialValue);

        // Play animation accordingly to the WrapMode defined in the animation curve
        if (_curve.postWrapMode == WrapMode.ClampForever)
        {
            yield return(CoroutineAnimation.AnimateOnce(_initialValue, _finalValue, _duration, _setValue, _curve));
        }
        else if (_curve.postWrapMode == WrapMode.Loop)
        {
            yield return(CoroutineAnimation.AnimateLoop(_initialValue, _finalValue, _duration, _setValue, _curve));
        }
        else if (_curve.postWrapMode == WrapMode.PingPong)
        {
            yield return(CoroutineAnimation.AnimatePingPong(_initialValue, _finalValue, _duration, _setValue, _curve));
        }

        OnAnimationComplete.Invoke();
    }
Beispiel #2
0
    private IEnumerator DestroyCoroutine()
    {
        yield return(CoroutineAnimation.Animate(
                         transform.localScale,
                         Vector3.zero,
                         .3f,
                         (s) => transform.localScale = s));

        Destroy(gameObject);
    }
Beispiel #3
0
    public void Move(int toX, int toY, float time)
    {
        if (_moveCoroutine != null)
        {
            StopCoroutine(_moveCoroutine);
        }

        _piece.ChangeCoordinates(toX, toY);

        _moveCoroutine = StartCoroutine(CoroutineAnimation.Animate(
                                            transform.localPosition,
                                            _piece.Grid.GetCoordinatesWorldPosition(toX, toY),
                                            time,
                                            (p) => transform.localPosition = p));
    }