//void OnDisable () { // gameObject.SetActive (false); //} private void Update() { if (this.m_isMove) { float step = m_speed * Time.deltaTime; transform.localPosition = Vector3.SmoothDamp(transform.localPosition, this.m_targetPos, ref velocity, 0.3f, 600, Time.deltaTime); if (onChipMove != null) { onChipMove(this.m_playerName); } if (Vector3.Distance(transform.localPosition, this.m_targetPos) <= closeDistance) { this.m_isMove = false; if (this.m_actionFinish != null) { this.m_actionFinish(this.m_idSender, this.m_index, gameObject); this.m_actionFinish = null; } if (this.m_sequenceMoveFinish != null) { this.m_sequenceMoveFinish(m_cua); this.m_sequenceMoveFinish = null; } if (onChipMoveFinish != null) { onChipMoveFinish(this.m_playerName); } } } }
public void SequenceMove(bool aMove, Vector3 aTargetPos, float aSpeed, string aPlayerName, SequenceMoveFinishDelegate onSequenceMoveComplete = null, int cua = -1) { this.m_isMove = aMove; this.m_targetPos = aTargetPos; //this.m_speed = aSpeed; this.m_speed = 700.0f; this.m_sequenceMoveFinish = onSequenceMoveComplete; this.m_cua = cua; this.m_playerName = aPlayerName; }