IEnumerator PerformCloseUp(Transform objectToClose, OnPerformEnd onPerformClosedUp, float time) { for (float t = 0.0f; t < 1.0f; t += Time.deltaTime / time) { objectToClose.position = Vector3.Lerp(objectToClose.position, ObjectCloseUpPosition, t); objectToClose.rotation = Quaternion.Lerp(objectToClose.rotation, objectToCloseTo.rotation, t); yield return(null); } onPerformClosedUp?.Invoke(); }
IEnumerator PerformReturnObject(OnPerformEnd onPerformReturned, float time) { for (float t = 0.0f; t < 1.0f; t += Time.deltaTime / time) { ClosedUpObject.position = Vector3.Lerp(ClosedUpObject.position, _originalObjectPosition, t); ClosedUpObject.rotation = Quaternion.Lerp(ClosedUpObject.rotation, _originalObjectRotation, t); yield return(null); } ClosedUpObject = null; onPerformReturned?.Invoke(); }