public void Update() { if (Lerping == true) { float disCovered = (Time.time - StartTime) * Speed; float ratio = disCovered / Distance; transform.position = Vector3.Lerp(StartPos, TargetPos, ratio); teleportationBall.transform.position = transform.position; conObject.updateTeleportProgress(ratio); if (lookedATarget == false) { teleportationBall.transform.LookAt(TargetPos); lookedATarget = true; } if (ratio >= 1) { Lerping = false; transform.position = TargetPos; conObject.endTeleporting(); gameObject.GetComponent <Player>().MeshRenderer.enabled = true; ObjectPool.getObjectPool().returnObject(teleportationBall); //TODO Bug für cam zurücksetzen zwischen meheren Lerps beheben... //ObjectPool.getObjectPool().getObject(ObjectPool.categorie.essential, (int)ObjectPool.essential.camera).GetComponent<justLook>().objectToLookAt = null; } } }