void setFly() { float waitTime = 0; for (int i = 0; i < waitToFly.Count; i++) { if (i == 0) { actionManager.FlyUFO(waitToFly[i], ruler, judgement.getRound()); haveFly.Add(waitToFly[i]); } else { StartCoroutine(Fly(waitTime, waitToFly[i])); } waitTime += ruler.getIntervals(judgement.getRound()); } StartCoroutine(Next(waitTime)); waitToFly.Remove(waitToFly[0]); }
public void FlyUFO(List <GameObject> waitToFly, Ruler ruler, int round) { SSAction action; float waitTime = 0; for (int i = 0; i < waitToFly.Count; i++) { Debug.Log("Flying"); action = CCMoveToAction.GetSSAction(waitToFly[i], ruler.getDes(waitToFly[i].transform.position), ruler.getSpeed(round) * AnimateSpeed, this); if (i == 0) { addAction(action); } else { addWaitAction(action); StartCoroutine(setNextFly(waitTime, action)); } waitTime += ruler.getIntervals(round); } }