private IEnumerator WaitThenAnimateCO(LetterAnimData animData, GameLivingLetter gameLL, float periodRatio) { yield return(new WaitForSeconds((animData.timing + 0.5f) * periodRatio)); gameLL.livingLetter.DancingSpeed = danceSpeedMultiplier; gameLL.livingLetter.SetState(LLAnimationStates.LL_dancing); yield return(new WaitForSeconds(animData.timing2 * periodRatio)); gameLL.livingLetter.DoTwirl(null); yield return(new WaitForSeconds(0f)); gameLL.livingLetter.SetState(LLAnimationStates.LL_dancing); }
private IEnumerator WaitThenDropCO(LetterAnimData animData, GameLivingLetter gameLL, float periodRatio) { yield return(new WaitForSeconds((waitBeforeCrouching + animData.timing3) * periodRatio)); if (!mayDrop) { yield break; } if (gameLL == null || gameLL.livingLetter == null) { yield break; } gameLL.livingLetter.SetState(LLAnimationStates.LL_dancing); gameLL.livingLetter.DoDancingLose(); gameLL.dropped = true; }