// try to use UniRx when have time public IEnumerator Move(Vector3 currentPoint, Vector3 endPoint, MoveStyle move){ float time = 0; const float totalTime = .3f; //onAction = true; while (time < totalTime) { float x = Mathf.Lerp(currentPoint.x, endPoint.x, time / totalTime); float y = Mathf.Lerp(currentPoint.y, endPoint.y, time / totalTime); y -= 18; transform.position = new Vector3(x, y); time += Time.deltaTime; } //this._State = PlayerState.ATTACK; //Debug.Log ("After Move: " + this._State); yield return null; if(move == MoveStyle.SLOW) yield return new WaitForSeconds(0.3f); else if(move == MoveStyle.NORMAL) yield return new WaitForSeconds(0.1f); else if(move == MoveStyle.FAST) yield return new WaitForSeconds(0.05f); else yield return new WaitForSeconds(0.4f); }
private void Reset() { FollowingStyle = MoveStyle.Loose; Tracking = TrackingStyle.AimingAverage; TrackDistance = 2f; TrackSpeed = 5f; Offset = new Vector3(0.5f, 10.0f, -0.5f); }
//public int[] HealthHistory = new int[50]; public PlayList(FlatHexPoint savePointLocation, MoveStyle saveMove, ActionStyle saveAction, EntityViewModel saveEnemyVM, EntityView saveEnemyView) { this.SavePointLocation = savePointLocation; this.SaveMove = saveMove; this.SaveAction = saveAction; this.SaveEnemyVM = saveEnemyVM; this.SaveEnemyView = saveEnemyView; //this.HealthHistory = healthHistory; }
void Reset() { FollowingStyle = MoveStyle.Loose; Tracking = TrackingStyle.AimingAverage; TrackDistance = 2f; TrackSpeed = 5f; Offset = new Vector3(0.5f, 10.0f, -0.5f); Targets = new List <GameObject>(); }