private void ComposeSequence() { sequence = SuperInvoke.CreateSequence(); movementDuration = SliderInScene.value / 2f; // 2 movements of equal duration sequence.AddMethod(() => bombMover.MoveTo(new Vector2(0, 2.2f), movementDuration)); // move up sequence.AddDelay(movementDuration); // after the previous delay, rotate and move to right and down sequence.AddMethod(() => bombRotator.RotateZ(20f)); sequence.AddMethod(() => bombMover.MoveTo(new Vector2(4.5f, -0.5f), movementDuration)); sequence.AddDelay(movementDuration); // at the end, bomb explodes sequence.AddMethod(() => bombScaler.Scale(0)); sequence.AddMethod(() => explosion.Play()); }
void Update() { if (TriggerMovement) { TriggerMovement = false; SuperInvoke.Run(() => sphereMover.MoveTo(myDirection), Delay); // Main line. Parameterized method execution delayed. } }
private void ComposeSequence() { sequence = SuperInvoke.CreateSequence(); sequence.AddMethod(ResetTransform); // reset position, scale, and rotation for every repeat // divided by two because there are two movements in two different point // so that the repeat and the movements are synced, i.e. total movements time = repeat rate float oneMovementDuration = RepeatRate / 2f; sequence.AddMethod(() => bombMover.MoveTo(new Vector2(0, 2.2f), oneMovementDuration)); // move to up sequence.AddDelay(oneMovementDuration); sequence.AddMethod(() => bombRotator.RotateZ(20f)); sequence.AddMethod(() => bombMover.MoveTo(new Vector2(4.5f, -0.5f), oneMovementDuration)); sequence.AddDelay(oneMovementDuration); sequence.AddMethod(() => bombScaler.Scale(0)); sequence.AddMethod(() => explosion.Play()); }
private void moveCubeToRight() { cubeMover.MoveTo(Direction.RIGHT); }
private void moveCubeToRight() { cubeMover.ReturnToInitialPosition(); cubeMover.MoveTo(Direction.RIGHT, repeatRate); //Same Repeat Rate to be synced with the movement and the repeat rate. }