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| // CODE SNIPPET, NOT THE FULL FILE // | |
| //Coroutine that controls growth / death animation, colliders, presence and perch targets | |
| IEnumerator TreeLerpSize (float time, bool death) | |
| { | |
| ////////////// before main loop | |
| float startSize, endSize; | |
| float elapsedTime = 0; | |
| if (death) | |
| { | |
| startSize = 1; | |
| endSize = 0; | |
| } else | |
| { | |
| growing = true; | |
| startSize = 0; | |
| endSize = 1; | |
| //Activate collider | |
| treeCollider.enabled = true; | |
| } | |
| ////////////// Main loop: Handle growth / shrinking | |
| while (elapsedTime < time) | |
| { | |
| //Transition between start and end size (0 to 1) | |
| float curSize = Mathf.SmoothStep(startSize, endSize, (elapsedTime / time)); | |
| //Rotations work different. It's best to define the rate of rotation, the sine function is handy for this (between 0, 1, back to 0) | |
| float curRotationRate = Mathf.Sin(Util.mapVal((elapsedTime / time), 0, 1, 0, Mathf.PI)); | |
| //Apply size & rotation | |
| treeTransform.localScale = new Vector3(curSize, curSize, curSize); | |
| treeTransform.RotateAround(treeTransform.position, Vector3.up, curRotationRate * turnDirection); | |
| elapsedTime += Time.deltaTime; | |
| yield return new WaitForEndOfFrame(); | |
| } | |
| ////////////// after main loop | |
| if (death) | |
| { | |
| Destroy(gameObject); | |
| } else | |
| { | |
| //Activate perch targets once growth complete | |
| Util.FindInactiveChild(gameObject, "perchParent").SetActive(true); | |
| growing = false; | |
| if (dead) | |
| { | |
| StartDeath(); | |
| } | |
| } | |
| } |
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