private void Exit() { void startWalking() { unit.enterDoor = false; } PetUtility.Coroutine(PetUtility.LinearZoom(Vector3.zero, originScale, exitTime, gameObject.transform)); PetUtility.WaitAndDo(exitTime, startWalking); }
private void Enter() { //Debug.Log("enter door"); //you want play the animation, wait, teleport and change state if (!entering) { entering = true; void exitDoor() { gameObject.transform.position = door.OtherEndPos(); entering = false; Exit(); } PetUtility.Coroutine (PetUtility.LinearZoom(originScale, Vector3.zero, enterTime, gameObject.transform)); PetUtility.WaitAndDo(enterTime, exitDoor); } }
private void UnShrinkCard() { PetUtility.Coroutine(PetUtility.LinearZoom(transform.localScale, Vector3.one, shrinkDuration, transform)); }
// Start is called before the first frame update private void OnEnable() { transform.localScale = Vector3.zero; PetUtility.Coroutine(PetUtility.LinearZoom(Vector3.zero, Vector3.one, 0.1f, transform)); }
private void ShrinkCard() { PetUtility.Coroutine(PetUtility.LinearZoom(transform.localScale, shrinkRatio * Vector3.one, shrinkDuration, transform)); //Debug.Log("trying to shrink card"); }