/// <summary> /// called every frame /// </summary> public override void Update(float delta) { //wait a delay if (m_delay > 0.0f) { m_delay -= delta; return; } //start counting time m_currentTime += delta; //if time ends if (m_currentTime >= m_duration) { if (m_onUpdateVector3 != null) { m_onUpdateVector3(m_to); } m_onComplete(); return; } //get new value Vector3 change = m_to - m_from; Vector3 value = Equations.ChangeVector(m_currentTime, m_from, change, m_duration, m_ease); //call update if we have it if (m_onUpdateVector3 != null) { m_onUpdateVector3(value); } }
/// <summary> /// called every frame /// </summary> public override void Update(float delta) { //wait a delay if (m_delay > 0.0f) { m_delay -= delta; return; } //start counting time m_currentTime += delta; Debug.Log(m_currentTime); //if time ends if (m_currentTime >= m_duration) { m_object.position = m_to.position; m_onComplete(); if (m_onUpdateTransform != null) { m_onUpdateTransform(m_object); } return; } //get new value Vector3 change = m_to.position - m_initialPos; m_object.position = Equations.ChangeVector(m_currentTime, m_initialPos, change, m_duration, m_ease); //call update if we have it if (m_onUpdateTransform != null) { m_onUpdateTransform(m_object); } }