void CarStop(Collider coll) { TrooperCar car = coll.GetComponent <TrooperCar>(); car.transform.rotation = Quaternion.Slerp(car.transform.rotation, this.transform.rotation, 25 * Time.deltaTime); //car.CarState = TrooperState.Break; StartCoroutine(car.CarBrake()); }
/// <summary> /// 탑승 차량 이동 /// 차량 또는 헬기의 방향 전환 속도 /// </summary> /// <param name="coll"></param> void CarMove(Collider coll, float rotSpeed) { TrooperCar car = coll.GetComponent <TrooperCar>(); car.transform.rotation = Quaternion.Slerp(car.transform.rotation, this.transform.rotation, rotSpeed * Time.deltaTime); if (nextPos != null) { car.CarState = TrooperState.Excel; car.CarSpeed = moveSpeed; car.NextPos = nextPos; } }
/// <summary> /// 탑승차량 정지 /// </summary> /// <param name="coll"></param> void CarStop(Collider coll) { TrooperCar car = coll.GetComponent <TrooperCar>(); car.CarState = TrooperState.Break; }