//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_); }
//RotMove static private UpdateGameObjectProcess RotMoveUpdate(UpdateGameObjectProcessState mine, UpdateGameObject updateGameObject) { if (updateGameObject.GetTimeCounter().measure(Time.deltaTime, updateGameObject.GetTimeRegulation())) { t13.UnityUtil.ObjectInFluctUpdateRotX( updateGameObject.GetGameObject(), updateGameObject.GetTimeFlucts(0), updateGameObject.GetEndVec3().x, updateGameObject.GetTimeRegulation(), updateGameObject.GetTimeRegulation(), updateGameObject.addEulerVec3_.x ); t13.UnityUtil.ObjectInFluctUpdateRotY( updateGameObject.GetGameObject(), updateGameObject.GetTimeFlucts(1), updateGameObject.GetEndVec3().y, updateGameObject.GetTimeRegulation(), updateGameObject.GetTimeRegulation(), updateGameObject.addEulerVec3_.y ); t13.UnityUtil.ObjectInFluctUpdateRotZ( updateGameObject.GetGameObject(), updateGameObject.GetTimeFlucts(2), updateGameObject.GetEndVec3().z, updateGameObject.GetTimeRegulation(), updateGameObject.GetTimeRegulation(), updateGameObject.addEulerVec3_.z ); updateGameObject.addEulerVec3_.x = updateGameObject.transform.localRotation.eulerAngles.x; updateGameObject.addEulerVec3_.y = updateGameObject.transform.localRotation.eulerAngles.y; updateGameObject.addEulerVec3_.z = updateGameObject.transform.localRotation.eulerAngles.z; return(UpdateGameObjectProcess.None); } else { t13.UnityUtil.ObjectInFluctUpdateRotX( updateGameObject.GetGameObject(), updateGameObject.GetTimeFlucts(0), updateGameObject.GetEndVec3().x, updateGameObject.GetTimeCounter().count(), updateGameObject.GetTimeRegulation(), updateGameObject.addEulerVec3_.x ); t13.UnityUtil.ObjectInFluctUpdateRotY( updateGameObject.GetGameObject(), updateGameObject.GetTimeFlucts(1), updateGameObject.GetEndVec3().y, updateGameObject.GetTimeCounter().count(), updateGameObject.GetTimeRegulation(), updateGameObject.addEulerVec3_.y ); t13.UnityUtil.ObjectInFluctUpdateRotZ( updateGameObject.GetGameObject(), updateGameObject.GetTimeFlucts(2), updateGameObject.GetEndVec3().z, updateGameObject.GetTimeCounter().count(), updateGameObject.GetTimeRegulation(), updateGameObject.addEulerVec3_.z ); } return(mine.state_); }