public float moveSpeed() { if (Input.GetKey(KeyCode.Space)) { var runSpeed = RSLerp.EaseInBack(5, 10f, 1f); rotateSpeed = 8; return(runSpeed); } else { rotateSpeed = 5f; var walkSpeed = 5f; return(walkSpeed); } }
public IEnumerator ShowDrawRadius() { float elapsed = 0; float duration = .5f; UpdateDrawRadius(true); startRadius.GetComponent <Collider>().enabled = true; startRadius.SetActive(true); while (elapsed < duration) { float size = RSLerp.EaseInCubic(0.00001f, radiusSize, elapsed, duration); elapsed = Mathf.Min(duration, elapsed + Time.deltaTime); startRadius.transform.localScale = new Vector3(1 * size, radiusScale.y, 1 * size); yield return(new WaitForEndOfFrame()); } }
public IEnumerator HideDrawRadius() { float elapsed = 0; float duration = .9f; startRadius.GetComponent <Collider>().enabled = false; while (elapsed < duration) { float size = RSLerp.EaseInBack(radiusSize, 0.00001f, elapsed, duration); elapsed = Mathf.Min(duration, elapsed + Time.deltaTime); startRadius.transform.localScale = new Vector3(size * 1, 0.0001f, size * 1);// size * Vector3.one; yield return(new WaitForEndOfFrame()); } startRadius.SetActive(false); }
IEnumerator Fade() { float elapsedTime = 0f; float duration = 0.5f; while (elapsedTime < duration) { splatterRenderer.transform.localScale = Vector3.one * RSLerp.EaseOutCubic(3f, 0.001f, elapsedTime, duration); yield return(new WaitForEndOfFrame()); elapsedTime = Mathf.Min(duration, elapsedTime + Time.deltaTime); } yield return(new WaitForSeconds(4.5f)); Remove(); }
IEnumerator ShrinkPickup(float time) { float elapsed = 0; float duration = time; Transform pickupObj = (Transform)GetComponentInChildren <Transform>(); float startSize = pickupObj.localScale.x; float size; pickupParty.Emit(60); while (elapsed < duration) { size = RSLerp.EaseInOutCirc(startSize, 0.0001f, elapsed, duration); this.transform.localScale = Vector3.one * size; elapsed = Mathf.Min(duration, elapsed + Time.deltaTime); yield return(new WaitForEndOfFrame()); } Destroy(gameObject); }
IEnumerator CameraZoomIn() { GameManager.instance.gameState = GameManager.GameState.camZoom; float elapsed = 0; float duration = 1f; Vector3 movingPos; Vector3 currentAngle; while (elapsed < duration) { currentAngle = RSLerp.EaseInCubic(startRot, endRot, elapsed, duration); movingPos = RSLerp.EaseInCubic(startPos, endPos, elapsed, duration); mainCamera.transform.eulerAngles = currentAngle; mainCamera.transform.localPosition = movingPos; elapsed = Mathf.Min(duration, elapsed + Time.deltaTime); yield return(new WaitForEndOfFrame()); } offset = Vector3.Distance(mainCamera.transform.position, CaveManController.instance.myRb.position); Debug.Log(offset); isFollowing = true; GameManager.instance.gameState = GameManager.GameState.running; }
IEnumerator Fade() { float elapsedTime = 0f; Vector3 startPos = transform.position; if (trn != null) { startPos = trn.position; // size = trn.localScale.x*0.5f; } Vector3 endPos = startPos + Vector3.down * size * 0.5f; if (normal.y != 0) { endPos = startPos; } while (elapsedTime < duration) { color.a = RSLerp.EaseInOutCubic(1, 0, elapsedTime, duration); Color emissionColor = RSLerp.EaseInOutCubic(color * 0.25f, Color.black, elapsedTime, duration); if (trn != null) { trn.position = RSLerp.EaseOutCubic(startPos, endPos, elapsedTime, duration); trn.localScale = Vector3.one * RSLerp.EaseOutCubic(0.75f, 1.25f, elapsedTime, duration); renderer2.material.SetColor("_Color", color); renderer2.material.SetColor("_EmissionColor", emissionColor); } renderer1.material.SetColor("_Color", color); renderer1.material.SetColor("_EmissionColor", emissionColor); yield return(new WaitForEndOfFrame()); elapsedTime = Mathf.Min(duration, elapsedTime + Time.deltaTime); } Remove(); }