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IEnumerator MovePos(Transform ts, Vector3 targetPos, float speed) { + IEnumerator MovePosByWalk(Transform ts, Vector3 targetPos, float speed) { animator.SetBool("Walk", true); while (true) { yield return new WaitForFixedUpdate(); Vector3 moveDir = (targetPos - ts.position).normalized; ts.position += moveDir * Time.fixedDeltaTime * speed; - Quaternion targetRotation = Quaternion.LookRotation(targetPos - ts.position); - ts.rotation = Quaternion.Lerp(ts.rotation, targetRotation, 0.01f); + //Quaternion targetRotation = Quaternion.LookRotation(targetPos - ts.position); + //Debug.Log(targetRotation); + //ts.rotation = Quaternion.Lerp(ts.rotation, targetRotation, 0.01f); if (Vector3.Distance(ts.position, targetPos) <= 0.1) { ts.position = targetPos; animator.SetBool("Walk", false); @@ -40,11 +45,31 @@ public class PlayerController : MonoBehaviour } } + IEnumerator MovePosByRun(Transform ts, Vector3 targetPos, float speed) + { + animator.SetBool("Run", true); + while (true) + { + yield return new WaitForFixedUpdate(); + Vector3 moveDir = (targetPos - ts.position).normalized; + ts.position += moveDir * Time.fixedDeltaTime * speed * 1.5f; + //Quaternion targetRotation = Quaternion.LookRotation(targetPos - ts.position); + //ts.rotation = Quaternion.Lerp(ts.rotation, targetRotation, 0.01f); + if (Vector3.Distance(ts.position, targetPos) <= 0.1) + { + ts.position = targetPos; + animator.SetBool("Run", false); + finishFlag = true; + yield break; + } + } + } + IEnumerator Squat(Transform my, Transform ts) { - yield return new WaitUntil(Finish); - transform.LookAt(ts); + transform.localEulerAngles = new Vector3(0,90,0); animator.SetTrigger("Squat"); Invoke("E_OpenStep1_2", 1); + yield return null; } void E_OpenStep1_2(){ @@ -53,4 +78,20 @@ public class PlayerController : MonoBehaviour bool Finish() { return finishFlag; } + + IEnumerator StartQueue() { + while (true) { + yield return new WaitUntil(Finish); + if (queue.Count != 0) + { + StartCoroutine(queue.Dequeue()); + finishFlag = false; + yield return null; + } + else { + yield break; + } + + } + } }