private IEnumerator MeasureTime() { var delay = Yielder.WaitForSeconds(1f); while (true) { yield return(delay); elapsedSeconds++; OnTimeChanged?.Invoke(elapsedSeconds); } }
private IEnumerator AnimateMove(Vector3 destination, float duration, float initialDelay, bool enableCollider) { Vector3 origin = transform.position; yield return(Yielder.WaitForSeconds(initialDelay)); InterpolationData <Vector3> interpolationData = new InterpolationData <Vector3>(ChangePosition, origin, destination, duration, moveCurve); if (enableCollider) { interpolationData.OnEnded = MakeInteractable; } Interpolator.Interpolate(interpolationData); }