public Vector3 Update(float time) { mTime.TimeAdvanced(time); Current = Vector3.Lerp(Current, target, (mTime.totalTime - mTime.time) / mTime.totalTime); IsCompoleted = Vector3.Distance(Current, target) <= 0.1f; return(Current); }
private void ShowRolePhaseInGUI(ref ICommonRole roleEntitas, ref string content) { if (!mTimerForPhaseGUI.TimeAdvanced(Time.deltaTime) && mPhasesQueueForGUI.Count < 10) { if (!mPhasesQueueForGUI.Contains(roleEntitas.RoleInput.RoleInputPhase)) { mPhasesQueueForGUI.Enqueue(roleEntitas.RoleInput.RoleInputPhase); } } else { mTimerForPhaseGUI.totalTime = 2f; mTimerForPhaseGUI.Start(); mPhaseContentGUI = string.Empty; while (mPhasesQueueForGUI.Count > 0) { mPhaseContentGUI = mPhaseContentGUI.Append(mPhasesQueueForGUI.Dequeue().ToString(), ", "); } mPhasesQueueForGUI.Clear(); } GUILayout.Label("Current role phase: " + mPhaseContentGUI, mEnemyLabelStyle); }
public void UpdatePhysicsCheck(ref Transform transform, bool isTrigger, bool isCollider) { if (m_CheckGapper.isStart) { m_CheckGapper.TimeAdvanced(Time.deltaTime); return; } else { m_CheckGapper.Start(); } if (SubgroupID == int.MaxValue) { return; } mCollidersOverlay = Physics.OverlapSphere(transform.position, mRayAndHitInfo.radius, mRayAndHitInfo.layerMask); int max = mCollidersOverlay != default ? mCollidersOverlay.Length : 0; if (max > 0) { "log: Update physics start check, SubgroupID = {0}".Log(SubgroupID.ToString()); int id; for (int i = 0; i < max; i++) { mColliderItem = mCollidersOverlay[i]; id = mColliderItem.GetInstanceID(); if (id != SubgroupID) { AddColliding(id, isTrigger, isCollider, out _); } } } mCommonColliderMapper.PhysicsChecked(SubgroupID); #if UNITY_EDITOR UpdateInfoForEditor(); #endif }
public void UpdateFX() { if (!mIsReleased && m_Enabled) { if (mFXInstance == default) { if (mDelayStartTimer.totalTime > 0f) { if (!mDelayStartTimer.IsFinised) { bool flag = mDelayStartTimer.TimeAdvanced(Time.deltaTime); if (flag) { CreateFX();//延后创建计时完毕,创建特效对象 } else { } } else { } } else { CreateFX();//无延时,直接创建特效对象 } } else { } } else { } }