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Logic_TweenPosition.cs
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#region Header
/* ============================================
* Author : Strix
* Initial Creation Date : 2020-02-04
* Summary :
* Template : For Unity Editor V1
============================================ */
#endregion Header
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace UIFramework
{
/// <summary>
/// 타겟의 위치를 특정 위치로 보간하는 로직입니다.
/// </summary>
[System.Serializable]
public class Logic_TweenPosition
{
public enum ESpace
{
World,
Local,
}
public ESpace eSpace = ESpace.Local;
public AnimationCurve pAnimationCurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(1f, 1f));
public Vector3 vecMovePos = new Vector3(0f, 5f);
public float fDurationSecond = 1f;
public float fDelaySecond;
public Logic_TweenPosition(Vector3 vecMovePos, float fDurationSecond, float fDelaySecond = 0f, ESpace eSpace = ESpace.Local)
{
this.eSpace = eSpace;
this.vecMovePos = vecMovePos;
this.fDurationSecond = fDurationSecond;
this.fDelaySecond = fDelaySecond;
}
public IEnumerator ExecuteLogic_Coroutine(Transform pTransform)
{
yield return new WaitForSeconds(fDelaySecond);
Transform pTransform_Target = pTransform;
Vector3 vecStartPos = pTransform_Target.position;
Vector3 vecDestPos = vecMovePos;
if (eSpace == ESpace.Local)
{
vecStartPos = pTransform_Target.localPosition;
vecDestPos = pTransform_Target.localPosition + vecMovePos;
}
float fProgress_0_1 = 0f;
while (fProgress_0_1 < 1f)
{
switch (eSpace)
{
case ESpace.World: pTransform_Target.position = Vector3.Lerp(vecStartPos, vecDestPos, pAnimationCurve.Evaluate(fProgress_0_1)); break;
case ESpace.Local: pTransform_Target.localPosition = Vector3.Lerp(vecStartPos, vecDestPos, pAnimationCurve.Evaluate(fProgress_0_1)); break;
}
fProgress_0_1 += Time.deltaTime / fDurationSecond;
yield return null;
}
switch (eSpace)
{
case ESpace.World: pTransform_Target.position = vecDestPos; break;
case ESpace.Local: pTransform_Target.localPosition = vecDestPos; break;
}
yield break;
}
}
}