using System.Collections; using System.Collections.Generic; using UnityEngine; public class CubeWithCrystals : ActiveBlock { public GameObject crystals; public override int GetInitative() { return 3; } public override IEnumerator OnRoundEnd(PlayerData[] allPlayers) { StartCoroutine(GrowCoroutine()); yield return new WaitForSeconds(1.0f); StartCoroutine(ShrinkCoroutine()); isFinished = true; //yield break; } IEnumerator GrowCoroutine() { float elapsedTime = 0; Vector3 startPosition = crystals.transform.position; Vector3 endPosition = new Vector3(crystals.transform.position.x, crystals.transform.position.y + 1.0f, crystals.transform.position.z); float time = 0.8f; while (elapsedTime < time) { transform.position = Vector3.Lerp(startPosition, endPosition, (elapsedTime / time)); yield return new WaitForEndOfFrame(); elapsedTime += Time.deltaTime; } crystals.transform.position = endPosition; } IEnumerator ShrinkCoroutine() { float elapsedTime = 0; Vector3 startPosition = crystals.transform.position; Vector3 endPosition = new Vector3(crystals.transform.position.x, crystals.transform.position.y - 1.0f, crystals.transform.position.z); float time = 0.8f; while (elapsedTime < time) { transform.position = Vector3.Lerp(startPosition, endPosition, (elapsedTime / time)); yield return new WaitForEndOfFrame(); elapsedTime += Time.deltaTime; } crystals.transform.position = endPosition; } }