public IEnumerator DisAppear() { Vector3 aimPosition = transform.position + amount * Vector3.down; yield return(new WaitForSeconds(delayTime)); StartCoroutine(EnumeratorMoving.MoveToPosition(transform, aimPosition, disappearTime)); }
public override IEnumerator Moving(bool forward, float time) { direction = forward ? 1 : -1; float value = forward ? forwardValue : backWardValue; animator.SetFloat(movingAnimation, value * direction); if (forward) { StartCoroutine(EnumeratorMoving.MoveToPosition(transform, monsterTurnPosition, time)); } else { StartCoroutine(EnumeratorMoving.MoveToPosition(transform, playerTurnPosition, time)); } yield return(new WaitForSeconds(time)); animator.SetFloat(movingAnimation, 0); }