Я хочу плавно переместить объект вверх плавно из его текущей позиции на 50.01 в новую позицию 51.255 Но объект продолжает двигаться без остановок.
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class RoboSphereWindowBreakInteraction : MonoBehaviour
{
public Transform target;
public AudioClip audioClip;
public float speed;
private bool hasStarted = false;
private Animator anim;
void Update()
{
if ((Input.GetKeyDown(KeyCode.B) || (hasStarted == true)))
{
float step = speed * Time.deltaTime; // calculate distance to move
transform.position = Vector3.MoveTowards(transform.position, target.position, step);
hasStarted = true;
}
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.name == "Square 1")
{
GetComponent<Rigidbody>().isKinematic = false;
hasStarted = false;
Destroy(GameObject.Find("Wall_Window_Long_03"));
}
}
public void ActivateRoboSphere()
{
foreach(Transform child in transform)
{
if(child.name == "Camera")
{
RepositionCamera(child);
}
}
anim = GetComponent<Animator>();
anim.enabled = true;
GetComponent<FPEInteractableActivateScript>().interactionString = "";
FPEInteractionManagerScript.Instance.BeginCutscene();
StartCoroutine(PlayAudio());
}
private void RepositionCamera(Transform camera)
{
var Eyes = GameObject.Find("eyeDome");
camera.position = Eyes.transform.position + Eyes.transform.forward;
camera.LookAt(Eyes.transform);
camera.GetComponent<Camera>().enabled = true;
}
IEnumerator PlayAudio()
{
AudioSource audio = GetComponent<AudioSource>();
audio.clip = audioClip;
audio.Play();
yield return new WaitForSeconds(audio.clip.length);
var rotation = Quaternion.LookRotation(target.position - transform.position);
StartCoroutine(Spin(3f, rotation, () =>
{
anim.SetBool("Roll_Anim", true);
}));
StartCoroutine(MoveFromTo(transform, transform.position, new Vector3(transform.position.x,
transform.position.y + 51.255f, transform.position.z), 3f));
}
IEnumerator Spin(float lerpTime, Quaternion rotation, Action whenDone)
{
float elapsedTime = 0f;
while (elapsedTime <= lerpTime)
{
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, elapsedTime / lerpTime);
elapsedTime += Time.deltaTime;
yield return null;
}
whenDone?.Invoke();
}
// 51.255
IEnumerator MoveFromTo(Transform objectToMove, Vector3 a, Vector3 b, float speed)
{
float step = (speed / (a - b).magnitude) * Time.fixedDeltaTime;
float t = 0;
while (t <= 1.0f)
{
t += step; // Goes from 0 to 1, incrementing by step each time
objectToMove.position = Vector3.Lerp(a, b, t); // Move objectToMove closer to b
yield return new WaitForFixedUpdate(); // Leave the routine and return here in the next frame
}
objectToMove.position = b;
}
}
Я сделал:
StartCoroutine(MoveFromTo(transform, transform.position, new Vector3(transform.position.x,
transform.position.y + 51.255f, transform.position.z), 3f));
Но объект продолжает двигаться без остановок. Или, по крайней мере, очень высоко и не так, как я хотел от 50.01 до 51.255. И когда объект достигает высоты 51.255, я хочу, чтобы он быстро перемещался плавно вперед к цели.