void Start() { clapper = FindObjectOfType <Clapper>(); aus = GetComponent <AudioSource>(); aus.clip = Ready; aus.Play(); }
IEnumerator MoveUp() { while (Sprite.transform.position.y < 600) { Sprite.transform.localPosition += Clapper.lerp (Sprite.transform.localPosition, new Vector3(Sprite.transform.localPosition.x, 1000, Sprite.transform.localPosition.z), speed); Debug.Log("UP"); yield return(null); } }
IEnumerator Move() { while (Vector3.Distance(T.position, StartPos) > 0.01f) { /* * Debug.Log("MOVE:" + lerp.ToString("F4")); * T.position = Vector2.Lerp(StartPos, Targetpos, lerp); * lerp += Math.Max(speed * TL_TimeLineMng.delta, 1.0f); * yield return new WaitForSeconds(1.0f / 60.0f);*/ T.position = Clapper.lerp(T.position, StartPos, speed); yield return(null); } moveend = true; }
void setpos() { prevstate = MG_StateManager.state; if (prevstate == MG_StateManager.States.Ready) { if (hasAC) { ac.enabled = true; } T.localPosition = defpos; } else { if (hasAC) { ac.enabled = false; } Clapper.Setv(T, 108888888, 2); } }
IEnumerator ClapperPlacement() { Vector3 buf; for (; ;) { // Vector2 buf = Cam.WorldToViewportPoint(T.position); // cl_T.position = (buf - def).normalized * cspeed; buf = new Vector3(); if (MG_StateManager.state == MG_StateManager.States.Ready) { buf = cl_readyoffset; } float tgtscale = 0.03f; switch (MG_StateManager.state) { case MG_StateManager.States.Ready: tgtscale = Clapper.lerp(tgtscale, ReadyScale, cspeed); break; case MG_StateManager.States.Gameplay: tgtscale = Clapper.lerp(tgtscale, GPscale, cspeed); break; } cl_T.localScale = new Vector3(tgtscale, tgtscale, 1); cl_T.position = Cam.ViewportToWorldPoint(def) + new Vector3(0, 0, 5) + buf; yield return(null); } }