// Update is called once per frame void Update() { if (this.state == ArenaGateState.Closing) { animationTimer += Time.deltaTime; var proc = animationTimer / closeSpeed; if (proc >= 1) { proc = 1f; this.state = ArenaGateState.Closed; } this.transform.localPosition = Vector3.Lerp(openState, closedState, proc); } else if (this.state == ArenaGateState.Opening) { animationTimer += Time.deltaTime; var proc = animationTimer / closeSpeed; if (proc >= 1) { proc = 1f; this.state = ArenaGateState.Open; } this.transform.localPosition = Vector3.Lerp(closedState, openState, proc); } }
public void Close() { if (this.state == ArenaGateState.Closed) { return; } this.animationTimer = 0; this.state = ArenaGateState.Closing; }
public void Open() { if (this.state == ArenaGateState.Open) { return; } this.animationTimer = 0; this.state = ArenaGateState.Opening; }
public void Close() { if (state == ArenaGateState.Closed) { return; } animationTimer = 0; state = ArenaGateState.Closing; }
public void Open() { if (state == ArenaGateState.Open) { return; } animationTimer = 0; state = ArenaGateState.Opening; }