private IEnumerator DoTransformAnimation() { position = transform.position; list = NewList(); var lerpTime = 0f; var vel = Vector3.zero; while (gameObject.activeSelf) { var deltaTime = Time.deltaTime; lerpTime = lerpTime + (LerpSpeed * deltaTime); yield return(null); if (lerpTime >= LERP_TIME_THRESHOLD) { lerpTime -= 1; list = NewList(); } else { list[0] = transform.position; } var lerpPos = Vector3Lerp.Lerp(list, lerpTime); transform.position = lerpPos; } }
private void LateUpdate() { PositionConstraint.translationOffset = Vector3Lerp.Lerp(Target.position, Target.position + Offset, ScaleRef.Value); }