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Merge pull request #223 from otaconwow/Bird
Issue #196
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using UnityEngine; | ||
using System.Collections; | ||
using UnityEditor; | ||
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[CustomEditor(typeof(MoveAtoB))] | ||
public class BirdEditor : Editor | ||
{ | ||
SerializedProperty pointA_SP; | ||
SerializedProperty pointB_SP; | ||
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public void OnEnable() | ||
{ | ||
pointA_SP = serializedObject.FindProperty("pointA"); | ||
pointB_SP = serializedObject.FindProperty("pointB"); | ||
} | ||
public void OnSceneGUI() | ||
{ | ||
serializedObject.Update(); | ||
MoveAtoB platform = (MoveAtoB)target; | ||
Vector3 pointA = platform.transform.TransformPoint(pointA_SP.vector3Value); | ||
Handles.color = Color.blue; | ||
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Vector3 pointB = platform.transform.TransformPoint(pointB_SP.vector3Value); | ||
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Handles.color = Color.blue; | ||
pointB = Handles.FreeMoveHandle( | ||
pointB, | ||
Quaternion.identity, | ||
HandleUtility.GetHandleSize(pointB) * 0.08f, | ||
Vector3.one * 0.1f, | ||
Handles.DotCap); | ||
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pointB_SP.vector3Value = platform.transform.InverseTransformPoint(pointB); | ||
Handles.DrawDottedLine(pointA, pointB, 20f); | ||
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serializedObject.ApplyModifiedProperties(); | ||
} | ||
} | ||
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using UnityEngine; | ||
using UnityEditor; | ||
using System.Collections; | ||
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public class MoveAtoB : MonoBehaviour { | ||
public class MoveAtoB : MonoBehaviour | ||
{ | ||
[SerializeField] | ||
private Vector3 pointA; | ||
[SerializeField] | ||
private Vector3 pointB = new Vector3(2, 0, 0); | ||
[Range(0.0f, 20.0f)] | ||
public float speed = 2f; | ||
void Awake() | ||
{ | ||
pointA = new Vector3(transform.position.x, transform.position.y, transform.position.z); | ||
pointB = transform.TransformPoint(pointB); | ||
StartCoroutine(Move()); | ||
} | ||
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private IEnumerator Move() | ||
{ | ||
while(Vector3.Distance(transform.position, pointB)!=0){ | ||
float step = speed * Time.deltaTime; | ||
transform.position = Vector3.MoveTowards(transform.position, pointB, step); | ||
yield return null; | ||
} | ||
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private Vector3 pointA; | ||
[SerializeField]private Vector3 pointB = new Vector3(2,0,0); | ||
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[Range(0.0f, 20.0f)]public float speed = 2f; | ||
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void Awake () { | ||
pointA = new Vector3(transform.position.x, transform.position.y, transform.position.z); | ||
pointB = transform.TransformPoint(pointB); | ||
} | ||
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void Update() { | ||
// based on the speed set movement step | ||
float step = speed * Time.deltaTime; | ||
// move GameObject from current position (GameObject own position or if defined point A position) to point B | ||
transform.position = Vector3.MoveTowards(transform.position, pointB, step); | ||
} | ||
print("Destination reached"); | ||
yield return new WaitForSeconds(3f); | ||
print("Coroutine finished"); | ||
} | ||
} | ||
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