//PosMove
    static private UpdateGameObjectProcess PosMoveUpdate(UpdateGameObjectProcessState mine, UpdateGameObject updateGameObject)
    {
        if (updateGameObject.GetTimeCounter().measure(Time.deltaTime, updateGameObject.GetTimeRegulation()))
        {
            t13.UnityUtil.ObjectInFluctUpdatePosX(
                updateGameObject.GetGameObject(),
                updateGameObject.GetTimeFlucts(0),
                updateGameObject.GetEndVec3().x,
                updateGameObject.GetTimeRegulation(),
                updateGameObject.GetTimeRegulation()
                );

            t13.UnityUtil.ObjectInFluctUpdatePosY(
                updateGameObject.GetGameObject(),
                updateGameObject.GetTimeFlucts(1),
                updateGameObject.GetEndVec3().y,
                updateGameObject.GetTimeRegulation(),
                updateGameObject.GetTimeRegulation()
                );

            t13.UnityUtil.ObjectInFluctUpdatePosZ(
                updateGameObject.GetGameObject(),
                updateGameObject.GetTimeFlucts(2),
                updateGameObject.GetEndVec3().z,
                updateGameObject.GetTimeRegulation(),
                updateGameObject.GetTimeRegulation()
                );

            return(UpdateGameObjectProcess.None);
        }
        else
        {
            t13.UnityUtil.ObjectInFluctUpdatePosX(
                updateGameObject.GetGameObject(),
                updateGameObject.GetTimeFlucts(0),
                updateGameObject.GetEndVec3().x,
                updateGameObject.GetTimeCounter().count(),
                updateGameObject.GetTimeRegulation()
                );

            t13.UnityUtil.ObjectInFluctUpdatePosY(
                updateGameObject.GetGameObject(),
                updateGameObject.GetTimeFlucts(1),
                updateGameObject.GetEndVec3().y,
                updateGameObject.GetTimeCounter().count(),
                updateGameObject.GetTimeRegulation()
                );

            t13.UnityUtil.ObjectInFluctUpdatePosZ(
                updateGameObject.GetGameObject(),
                updateGameObject.GetTimeFlucts(2),
                updateGameObject.GetEndVec3().z,
                updateGameObject.GetTimeCounter().count(),
                updateGameObject.GetTimeRegulation()
                );
        }

        return(mine.state_);
    }
 //None
 static private UpdateGameObjectProcess NoneUpdate(UpdateGameObjectProcessState mine, UpdateGameObject updateGameObject)
 {
     return(mine.state_);
 }
 public UpdateGameObjectProcess Update(UpdateGameObject updateGameObject)
 {
     return(updateFuncs_[(int)state_](this, updateGameObject));
 }
Ejemplo n.º 4
0
 public void UpdateGameObjectSet(UpdateGameObject updateGameObject, Vector3 endValue)
 {
     updateGameObjects_.Add(updateGameObject);
     endVec3s_.Add(endValue);
 }
 //UpdateGameObject
 public void UpdateGameObjectSet(UpdateGameObject updateGameObject, Vector3 endVec3 = new Vector3())
 {
     updateGameObjectEventManager_.UpdateGameObjectSet(updateGameObject, endVec3);
 }
Ejemplo n.º 6
0
 protected virtual void Handle(UpdateGameObject message)
 {
 }