Reputation: 1040
I have created a simple lerp animation that moves an object from one place to the other using this code:
public IEnumerator Move(Vector3 position, Transform transform, float animationTime = 1)
{
float timePassed = 0;
transform.position = Vector3.Lerp(startPos, position, timePassed /animationTime);
timePassed += Time.deltaTime;
yield return null;
}
and I call it from another script.
But I want it to do something after the animation. if I create a Coroutine
and use yield return WaitForSeconds(animationTime);
the Coroutine
ends before the animation and it causes bugs.
I have also tried to create variable that count the time passed (like in the animation) but for no avail…
What am I doing wrong ¿
EDIT: I can't change the Move function because it is used in other classes and I want to make it as generic as possible
Upvotes: 4
Views: 704
Reputation: 24
You can try and use this to send back a return value after the coroutine is done:
void Move(Vector3 position, Transform transform, float animationTime = 1) {
StartCoroutine(DoMove(position, transform, (moveIsDone) => {if(moveIsDone) { ... };});
IEnumerator DoMove(Vector3 position, Transform transform, float animationTime, System.Action<bool> callback)
{
float timer = 0f;
while(timer < 1f)
{
timer += Time.deltaTime / animationTime;
transform.position = Vector3.Lerp(startPos, position, timer);
yield return null;
}
callback(true);
}
Upvotes: 0
Reputation: 97
You can use a coroutine and loop every frame, and after the loop is done you can just trigger a callback. A quick example can be:
public IEnumerator Move(Vector3 position, Transform transform, float animationTime = 1, Action callback = null)
{
float lerp = 0;
do
{
lerp += Time.deltaTime / animationTime;
transform.position = Vector3.Lerp(startPos, position, lerp);
yield return null; // wait for the end of frame
} while (lerp < 1);
if (callback != null)
callback();
}
P.S.: I didn't test this code in editor. It may have any typo.
Upvotes: 0
Reputation: 1102
You can put this in a Coroutine:
float timePassed=0.0f;
while(timePassed<=animationTime)
{
transform.position = Vector3.Lerp(startPos, position, timePassed /animationTime);
timePassed += Time.deltaTime;
yield return null;
}
//all the stuff you want to do after the animation ended
Upvotes: 0
Reputation: 4073
A coroutine that runs the "same time" as the animation? Sounds like it can easily break on different fps.
I highly recommend you to use an AnimationEvent on the last keyframe. Just create a public method and keyframe Event in your animation, then select the method. It will be called at the end.
Upvotes: 1