public override IEnumerator RestartSequence() { MansfeldCharacter.SetAnimationBool(AnimationSequence.animationName); yield return(new WaitForSeconds(_duration)); DynamicAnimation.OnAnimationFinishedPlaying(); }
public override IEnumerator RestartSequence() { MansfeldCharacter.SetPosition(_oldPosition); _elapsedTime = 0f; var startingPosition = MansfeldCharacter.GetPosition(); MansfeldCharacter.SetAnimationFloat(AnimationSequence.animationName, 1); yield return(new WaitUntil(() => { //Return if elapsed time has reached its completion time. if (_elapsedTime >= _duration) { return true; } //Calculate the distance traveled by the elapsed time. var newDistance = Mathf.InverseLerp(0, _duration, _elapsedTime) * _distance; //Calculate the position from the starting position and the forward direction multiplied by the distance. var newPosition = startingPosition + MansfeldCharacter.GetForwardVector() * newDistance; //Set the new position. MansfeldCharacter.SetPosition(newPosition); //Increment the elapsed time. _elapsedTime += Time.deltaTime; return false; })); MansfeldCharacter.SetAnimationFloat(AnimationSequence.animationName, 0); DynamicAnimation.OnAnimationFinishedPlaying(); }
public override IEnumerator PlaySequence() { MansfeldCharacter.chair.SetActive(true); MansfeldCharacter.SetAnimationBool(AnimationSequence.animationName); yield return(new WaitForSeconds(_duration)); MansfeldCharacter.chair.SetActive(false); DynamicAnimation.OnAnimationFinishedPlaying(); }
public override IEnumerator RestartSequence() { _elapsedTime = 0; DynamicAnimation.MansfeldCharacter.SetAnimationBool(AnimationSequence.animationName); yield return(new WaitUntil(() => { _elapsedTime += Time.deltaTime; return _elapsedTime >= _duration; })); DynamicAnimation.OnAnimationFinishedPlaying(); }
public override IEnumerator PlaySequence() { DynamicAnimation.SpawnMansfeld(_offset, new Vector3(0, _rotation, 0)); MansfeldCharacter = DynamicAnimation.MansfeldCharacter; _elapsedTime = 0; MansfeldCharacter.SetAnimationBool(AnimationSequence.animationName); yield return(new WaitUntil(() => { _elapsedTime += Time.deltaTime; return _elapsedTime >= _duration; })); DynamicAnimation.OnAnimationFinishedPlaying(); }
public override IEnumerator PlaySequence() { MansfeldCharacter.bed.SetActive(true); yield return(new WaitUntil(() => { //Return if elapsed time has reached its completion time. if (_elapsedTime >= _duration) { return true; } MansfeldCharacter.SetAnimationBool(AnimationSequence.animationName); return false; })); MansfeldCharacter.bed.SetActive(false); DynamicAnimation.OnAnimationFinishedPlaying(); }
public override IEnumerator RestartSequence() { MansfeldCharacter.SetRotation(new Vector3(0, _oldRotation, 0)); _elapsedTime = 0f; var yStartingRotation = MansfeldCharacter.GetRotation().y; yield return(new WaitUntil(() => { var percentage = Mathf.InverseLerp(0, _duration, _elapsedTime); var newRotation = percentage * _rotationAmount; MansfeldCharacter.SetRotation(new Vector3(0, yStartingRotation + newRotation, 0)); _elapsedTime += Time.deltaTime; return _elapsedTime >= _duration; })); DynamicAnimation.OnAnimationFinishedPlaying(); }
public override void FastForwardSequence() { MansfeldCharacter.bed.SetActive(false); DynamicAnimation.OnAnimationFinishedPlaying(); }
public override void FastForwardSequence() { DynamicAnimation.OnAnimationFinishedPlaying(); }
public override void FastForwardSequence() { MansfeldCharacter.SetRotation(new Vector3(0, _oldRotation, 0)); MansfeldCharacter.SetRotation(new Vector3(0, MansfeldCharacter.GetRotation().y + _rotationAmount, 0)); DynamicAnimation.OnAnimationFinishedPlaying(); }
public override void FastForwardSequence() { MansfeldCharacter.SetPosition(_oldPosition + MansfeldCharacter.transform.forward * _distance); MansfeldCharacter.SetAnimationFloat(AnimationSequence.animationName, 0); DynamicAnimation.OnAnimationFinishedPlaying(); }