void setFly()
        {
            float waitTime = 0;

            for (int i = 0; i < waitToFly.Count; i++)
            {
                if (i == 0)
                {
                    actionManager.FlyUFO(waitToFly[i], ruler, judgement.getRound());
                    haveFly.Add(waitToFly[i]);
                }
                else
                {
                    StartCoroutine(Fly(waitTime, waitToFly[i]));
                }
                waitTime += ruler.getIntervals(judgement.getRound());
            }
            StartCoroutine(Next(waitTime));
            waitToFly.Remove(waitToFly[0]);
        }
Пример #2
0
        public void FlyUFO(List <GameObject> waitToFly, Ruler ruler, int round)
        {
            SSAction action;
            float    waitTime = 0;

            for (int i = 0; i < waitToFly.Count; i++)
            {
                Debug.Log("Flying");
                action = CCMoveToAction.GetSSAction(waitToFly[i], ruler.getDes(waitToFly[i].transform.position), ruler.getSpeed(round) * AnimateSpeed, this);
                if (i == 0)
                {
                    addAction(action);
                }
                else
                {
                    addWaitAction(action);
                    StartCoroutine(setNextFly(waitTime, action));
                }
                waitTime += ruler.getIntervals(round);
            }
        }