public override void Update(float timeStep) { timeStep /= Duration; consumed = consumed >= 1 ? 0 : consumed += timeStep; var currentpos = Node.Position + (Node.Direction * TargetPos.DistanceToPoint(Node.Position)); if (TargetPos != currentpos) { var ease = EaseMath.ElasticIn(consumed); Node.LookAt(getposition(currentpos, TargetPos, ease)); } else { PostUpdate(); consumed = 0; } }
public override void Update(float timeStep) { timeStep /= Duration; //if (TargetPos == null) TargetPos = node_.Position; consumed = consumed >= 1 ? 0 : consumed += timeStep; if (TargetPos != Node.Position) { var ease = EaseMath.ElasticIn(consumed); Node.Position = getposition(Node.Position, TargetPos, ease); } else { consumed = 0; PostUpdate(); } }