void Update() { countDownToTurnOff -= Time.deltaTime; if (countDownToTurnOff > 0) { lerpFactor = countDownToTurnOff / totalLerpDuration; if (lerpTransform) { if (desiredLocalPosition != Vector3.zero) { transform.localPosition = lerp.Lerp(lerpPosA, lerpPosB, 1 - lerpFactor); } if (desiredLocalRotation != Vector3.zero) { transform.localEulerAngles = lerp.Lerp(lerpEulerA, lerpEulerB, 1 - lerpFactor); } if (desiredLocalScale != Vector3.zero) { transform.localScale = lerp.Lerp(lerpScaleA, lerpScaleB, 1 - lerpFactor); } } if (lerpColor && desiredColor != Color.black && myImage) { myImage.color = lerp.Lerp(lerpColorA, lerpColorB, 1 - lerpFactor); } } }
private IEnumerator BeginFade(Color startCol, Color endCol, float duration) { // Fading is now happening. This ensures it won't be interupted by non-coroutine calls. m_IsFading = true; // Execute this loop once per frame until the timer exceeds the duration. float timer = 0f; while (timer <= duration) { // Set the colour based on the normalised time. m_FadeImage.color = lerp.Lerp(startCol, endCol, timer / duration); // Increment the timer by the time between frames and return next frame. timer += Time.deltaTime; yield return(null); } // Fading is finished so allow other fading calls again. m_IsFading = false; // If anything is subscribed to OnFadeComplete call it. if (OnFadeComplete != null) { OnFadeComplete(); } }
void Update() { timeCounter += Time.deltaTime * currentSpeed; myRect.localRotation = Quaternion.Euler(0, 0, lerp.Lerp(initialZ, finalZ, timeCounter));// Rotate(0, 0, currentSpeed * Time.deltaTime, Space.Self); if (timeCounter > 1) { timeCounter = 0; } }
void Update() { countDownToTurnOff -= Time.deltaTime; if (countDownToTurnOff > 0) { lerpFactor = countDownToTurnOff / totalLerpDuration; myColor = myImageComponent.color; myColor.a = lerp.Lerp(lerpA, lerpB, 1 - lerpFactor); myImageComponent.color = myColor; } }
private void Update() { if (countDownToTurnOff > 0) { countDownToTurnOff -= Time.deltaTime; lerpFactor = countDownToTurnOff / totalLerpDuration; float value = lerp.Lerp(lerpA, lerpB, 1 - lerpFactor); skinnedMeshRenderer.SetBlendShapeWeight(blendShapeIndex, value); if (countDownToTurnOff < 0) { OnFinish(); } } }
void Update() { if (countDownToTurnOff > 0) { countDownToTurnOff -= Time.deltaTime; lerpFactor = countDownToTurnOff / totalLerpDuration; if (pullOrPush) { lerpPosB = CalculateDestiny(); } currentObjectBeingMoved.position = lerp.Lerp(lerpPosA, lerpPosB, 1 - lerpFactor); if (countDownToTurnOff < 0) { Finished(); } } }