IEnumerator DoRotate(float delayTime, Vector3 v3, float animTime, MiniItween.EasingType animType, bool RotSelf) { yield return(new WaitForSeconds(delayTime)); if (RotSelf) { MiniItween.RotateTo(this.gameObject, v3 + v3_OriginRotation, animTime, animType, false); } else { MiniItween.RotateTo(this.gameObject, v3 + v3_OriginRotation, animTime, animType, true); } }
IEnumerator DoMove(float delayTime, Vector3 v3, float animTime, MiniItween.EasingType animType, bool PosSelf) { yield return(new WaitForSeconds(delayTime)); if (PosSelf) { MiniItween.MoveTo(this.gameObject, v3 + v3_OriginPos, animTime, animType, false); } else { MiniItween.MoveTo(this.gameObject, v3 + v3_OriginPos, animTime, animType, true); } }
IEnumerator DoScale(float delayTime, Vector3 v3, float animTime, MiniItween.EasingType animType) { yield return(new WaitForSeconds(delayTime)); MiniItween.ScaleTo(this.gameObject, v3, animTime, animType); }