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