IEnumerator MoveAndColor() { //Wiggle ballBlob.MoveTo(new Vector3(2f, 0.5f, -2), duration: 1f); yield return(new WaitForSeconds(2f)); ballBlob.MoveTo(new Vector3(-2f, 0.5f, -3), duration: 1f); yield return(new WaitForSeconds(2f)); ballBlob.MoveTo(new Vector3(0f, 0.5f, 0), duration: 1f); yield return(new WaitForSeconds(2f)); //Walk around and change color ballBlob.WalkTo(new Vector3(3, 0.5f, -3), duration: 1); yield return(new WaitForSeconds(2)); MeshRenderer mr = ballBlob.GetComponent <MeshRenderer>(); Material mat = mr.material; StartCoroutine(ballBlob.changeColor(mat, new Color(1, 0, 0, 1), duration: 0.5f, ease: EaseMode.None)); //ballBlob.ChangeColor(PrimerConstants.GetColor("Red")); ballBlob.WalkTo(new Vector3(-3, 0.5f, 3), duration: 1); yield return(new WaitForSeconds(2)); ballBlob.WalkTo(new Vector3(-3, 0.5f, -3), duration: 1); yield return(null); }
//TODO: Method for keeping rig in a constant direction when attached to a moving object.s public void ZoomTo(float distance, float duration = 0.5f, EaseMode ease = EaseMode.Cubic) { camObject.MoveTo(new Vector3(0, 0, -distance), duration, ease); }