private void Jiggling() { fTailAni = GetComponent <FTail_Animator>(); fjGrow = GetComponent <FJiggling_Grow>(); fjGrow.GrowShrinkSpeed = 100f; fjGrow.StartShrinking(); }
private void Start() { bones = GetComponentsInChildren <FJiggling_Grow>(); now = bones[0]; foreach (FJiggling_Grow a in bones) { a.GrowShrinkSpeed = 100f; a.checkSize = 0.5f; a.StartShrinking(); } check = true; }
private void StartSetting() { fTailAni = GetComponent <FTail_Animator>(); fjGrow = GetComponent <FJiggling_Grow>(); fjGrow.GrowShrinkSpeed = 100f; fjGrow.StartShrinking(); bones = new GameObject[5]; vector3 = new Vector3(5f, 0f, 0f); _maxBendingSize = 10f; TailBoneSetting(); SettingRot(); }
public IEnumerator UP() { yield return(new WaitForSeconds(1f)); int branchcnt = 12; foreach (FJiggling_Grow a in bones) { a.GrowShrinkSpeed = 0.3f; } now.StartGrowing(); while (cnt < 13) { if (now.GetComponent <Transform>().transform.localScale.x >= 1f) { yield return(new WaitForFixedUpdate()); switch (now.gameObject.tag) { case "branch": bones[branchcnt].StartGrowing(); branchcnt--; break; case "end": now.GetComponentInChildren <MegaCacheOBJ>().animate = true; break; } if (cnt == 12) { Debug.Log(cnt); yield break; } now = bones[cnt]; now.StartGrowing(); cnt++; } yield return(new WaitForFixedUpdate()); } }