private IEnumerator InternalClose() { FizzleBarrier fizzleBarrier = this; fizzleBarrier.glass.gameObject.SetActive(true); while (fizzleBarrier.glass.transform.localPosition.y < 0.5F * fizzleBarrier.glass.transform.localScale.y) { fizzleBarrier.glass.transform.localPosition += 0.5F * fizzleBarrier.glass.transform.up; yield return(new WaitForFixedUpdate()); } fizzleBarrier.glass.transform.localPosition = 0.5F * fizzleBarrier.glass.transform.localScale.y * fizzleBarrier.glass.transform.up; }
private IEnumerator InternalOpen() { FizzleBarrier fizzleBarrier = this; while (fizzleBarrier.glass.transform.localPosition.y > -0.5F * fizzleBarrier.glass.transform.localScale.y) { fizzleBarrier.glass.transform.localPosition -= 0.5F * fizzleBarrier.glass.transform.up; yield return(new WaitForFixedUpdate()); } fizzleBarrier.glass.transform.localPosition = -0.5f * fizzleBarrier.glass.transform.localScale.y * fizzleBarrier.glass.transform.up; fizzleBarrier.glass.gameObject.SetActive(false); }