private IEnumerator AnimateText(TextMeshProUGUI text, float speed, Vector3 target) { target.x = 0.0f; for (float i = 0.0f; i <= 1.0f; i += Time.deltaTime * speed) { Vector3 pos = Interpolation.BackOut(i) * target; text.transform.position = new Vector3(text.transform.position.x, pos.y); yield return(null); } text.transform.position = new Vector3(text.transform.position.x, target.y); }
/// <summary> /// A coroutine that displays the force field of an object. /// </summary> protected IEnumerator ProjectForceField() { float timer = 0; while (timer <= m_invincibilityDurationDelay) { timer += Time.deltaTime; float t = timer / m_invincibilityDurationDelay; t = Interpolation.BackOut(t); m_invincibilitySprite.transform.localScale = Vector3.LerpUnclamped(Vector3.zero, invincibiliySpriteNormalScale, t); Debug.Log(Vector3.LerpUnclamped(Vector3.zero, invincibiliySpriteNormalScale, t)); yield return(null); } }