void UniAniTest() { switch (testCase) { case 0: transform.DoPosition(transform.position + Vector3.up * 3, 3f); break; case 1: transform.DoScale(new Vector3(2, 5, 1), 3f); break; case 2: transform.DoRotation(new Vector3(90, 45, 0), 3f); break; case 3: transform.DoPosition(transform.position + Vector3.up * 3, 1.5f, animationType: AnimationType.LOOP); break; case 4: transform.DoPosition(transform.position + Vector3.up * 3, 1.5f, animationType: AnimationType.TURN_LOOP); break; case 5: UniAni uniAni = transform.DoPosition(transform.position + Vector3.up * 3, 3f); UniAniManager.Delay(() => { uniAni.Kill(); }, 1.5f); break; } }
public static void Delay(Action action, float animeTime) { UniAni uniAni = new UniAni(uniAniList, animeTime, AnimationCurve.Linear(0, 0, 1, 1), AnimationType.ONCE); uniAni.SetEndAction(action); }