示例#1
0
    IEnumerator LookAtTarget(Vector3 target, float duration)
    {
        rotating = true;
        float elapsedTime = 0f;
        float ratio       = 0f;

        Vector3 begin       = transform.position + transform.forward;
        bool    playerMoved = PlayerHasMoved();

        while (elapsedTime < duration)
        {
            ratio        = elapsedTime / duration;
            elapsedTime += Time.deltaTime;
            Vector3 view = Vector3.Lerp(begin, target, ratio);
            FrogLook(view);

            if (audio && playerMoved && Toolbox.Instance.PlayerInLaser())
            {
                audio.volume = Toolbox.Instance.soundEffectsVolume * TweeningFunctions.BackAndForth(ratio);
            }

            yield return(null);
        }
        audio.volume           = 0f;
        rotating               = false;
        previousPlayerPosition = player.position;
    }
示例#2
0
    private IEnumerator flipTransitionRoutine(float startpoint, float endpoint, float duration, bool goingToLaser)
    {
        partner.GetComponent <Transition>().enabled = false;
        Debug.Log("duration " + duration);
        isRunning = true;
        //.isRunning = true;
        float elapsedTime = 0;
        float ratio       = elapsedTime / duration;
        int   count       = 0;

        while (ratio < 1f)
        {
            ratio = elapsedTime / duration;
            float value = Mathf.Lerp(startpoint, endpoint, TweeningFunctions.BackAndForth(ratio));
            float transitionBValue;

            if (!goingToLaser)
            {
                transitionBValue = Mathf.Lerp(1f, 0f, ratio);
            }
            else
            {
                transitionBValue = Mathf.Lerp(0f, 1f, ratio);
            }

            partnerRenderer.GetPropertyBlock(_propBlock);
            _propBlock.SetFloat("_TransitionState", value);
            partnerRenderer.SetPropertyBlock(_propBlock);


            partnerMaterial.SetFloat("_TransitionStateB", transitionBValue);


            if (Toolbox.Instance.GetFlip().flippedThisFrame)
            {
                count += 1;
                if (count > 1)
                {
                    recentlySelected = false;
                    isRunning        = false;
                    SetMaterialFloatProp("_onHold", 0f);
                    SetMaterialFloatProp("_Shimmer", 0f);
                    yield break;
                }
            }


            elapsedTime += Time.deltaTime;
            yield return(null);
        }

        //recentlySelected = false;

        isRunning = false;
        // partnerLinkedPair.isRunning = false;
        cancelTransition = 0;

        partner.GetComponent <Transition>().enabled = true;
    }
示例#3
0
    IEnumerator RotateRoutine(float actualDuration)
    {
        //Debug.Log("start rotation "+ startRotation + "end rotation " + endRotation + "actualduration " + actualDuration);
        float elapsedTime = 0f;

        ratio = 0f;
        Vector3 start = transform.localEulerAngles;
        Vector3 end;

        if (startRotationInLaser && Toolbox.Instance.PlayerInLaser() || (!startRotationInLaser && Toolbox.Instance.PlayerInReal()))
        {
            end = startRotation;
        }

        else
        {
            end = endRotation;
        }



        while (ratio < 1f)
        {
            ratio = elapsedTime / actualDuration;
            Vector3 value = Vector3.Lerp(start, end, TweeningFunctions.Tween(tween, ratio));

            transform.localEulerAngles = value;

            if (audio)
            {
                audio.volume = TweeningFunctions.BackAndForth(ratio);
            }

            elapsedTime += Time.fixedDeltaTime;
            yield return(new WaitForFixedUpdate());
        }

        ratio = 0f;
    }