//PosMove static private UpdateGameObjectProcess PosMoveUpdate(UpdateGameObjectProcessState mine, UpdateGameObject updateGameObject) { if (updateGameObject.GetTimeCounter().measure(Time.deltaTime, updateGameObject.GetTimeRegulation())) { t13.UnityUtil.ObjectInFluctUpdatePosX( updateGameObject.GetGameObject(), updateGameObject.GetTimeFlucts(0), updateGameObject.GetEndVec3().x, updateGameObject.GetTimeRegulation(), updateGameObject.GetTimeRegulation() ); t13.UnityUtil.ObjectInFluctUpdatePosY( updateGameObject.GetGameObject(), updateGameObject.GetTimeFlucts(1), updateGameObject.GetEndVec3().y, updateGameObject.GetTimeRegulation(), updateGameObject.GetTimeRegulation() ); t13.UnityUtil.ObjectInFluctUpdatePosZ( updateGameObject.GetGameObject(), updateGameObject.GetTimeFlucts(2), updateGameObject.GetEndVec3().z, updateGameObject.GetTimeRegulation(), updateGameObject.GetTimeRegulation() ); return(UpdateGameObjectProcess.None); } else { t13.UnityUtil.ObjectInFluctUpdatePosX( updateGameObject.GetGameObject(), updateGameObject.GetTimeFlucts(0), updateGameObject.GetEndVec3().x, updateGameObject.GetTimeCounter().count(), updateGameObject.GetTimeRegulation() ); t13.UnityUtil.ObjectInFluctUpdatePosY( updateGameObject.GetGameObject(), updateGameObject.GetTimeFlucts(1), updateGameObject.GetEndVec3().y, updateGameObject.GetTimeCounter().count(), updateGameObject.GetTimeRegulation() ); t13.UnityUtil.ObjectInFluctUpdatePosZ( updateGameObject.GetGameObject(), updateGameObject.GetTimeFlucts(2), updateGameObject.GetEndVec3().z, updateGameObject.GetTimeCounter().count(), updateGameObject.GetTimeRegulation() ); } return(mine.state_); }
//None static private UpdateGameObjectProcess NoneUpdate(UpdateGameObjectProcessState mine, UpdateGameObject updateGameObject) { return(mine.state_); }
public UpdateGameObjectProcess Update(UpdateGameObject updateGameObject) { return(updateFuncs_[(int)state_](this, updateGameObject)); }
public void UpdateGameObjectSet(UpdateGameObject updateGameObject, Vector3 endValue) { updateGameObjects_.Add(updateGameObject); endVec3s_.Add(endValue); }
//UpdateGameObject public void UpdateGameObjectSet(UpdateGameObject updateGameObject, Vector3 endVec3 = new Vector3()) { updateGameObjectEventManager_.UpdateGameObjectSet(updateGameObject, endVec3); }
protected virtual void Handle(UpdateGameObject message) { }