/// <summary> /// Add a Move animation uses the local position and uses speed and not a duration. /// </summary> /// <param name="startPos">The local start position</param> /// <param name="endPos">The local end position to move to</param> /// <param name="speed">The speed of the animation. When the distance is 1 unity unit with the speed 1 it will take 1 seconds to animate.</param> /// <param name="easeFunction">The ease functions to use for the interpolation</param> /// <returns>it self</returns> public TransformAnimator LocalMoveWithSpeed(Vector3 startPos, Vector3 endPos, float speed, Func <float, float> easeFunction = null) { if (_disposed) { throw new ObjectDisposedException(this.name); } _sequences.Add(TransformAnimatorSpeedSequence.CreateLocalMoveAnimation(this, startPos, endPos, speed, easeFunction)); return(this); }
/// <summary> /// Rotate the local transform which uses speed and not a duration. /// </summary> /// <param name="startRotaion">The start rotation</param> /// <param name="endRotation">The end rotation after the animation</param> /// <param name="speed">The speed of the animation.</param> /// <param name="easeFunction">The ease functions to use for the interpolation</param> /// <returns>it self</returns> public TransformAnimator LocalRotateWithSpeed(Quaternion startRotaion, Quaternion endRotation, float speed, Func <float, float> easeFunction = null) { if (_disposed) { throw new ObjectDisposedException(this.name); } _sequences.Add(TransformAnimatorSpeedSequence.CreateLocalRotaionAnimation(this, startRotaion, endRotation, speed, easeFunction)); return(this); }