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Question by agiro · Feb 04, 2017 at 05:52 PM · c#coroutinesfunctionsfunction call

Getting which function affects a GameObject

I have this little code that moves a GameObject over time:

 public void Move(Transform from, Transform to, float overTime)
     {
         StartCoroutine(_Move(from, to, overTime));
     }
     IEnumerator _Move(Transform from, Transform to, float overTime)
     {
         Vector2 original = from.position;
         float timer = 0.0f;
         while (timer < overTime)
         {
             float step = Vector2.Distance(original, to.position) * (Time.deltaTime / overTime);
             from.position = Vector2.MoveTowards(from.position, to.position, step);
             timer += Time.deltaTime;
             yield return null;
         }
     }

Which is easy as it is, I plan to use it for UI animations. However, things get interesting when I wish to use this for a bit more complex animations, or I want it to stop upon restart. More complex animations: I click a button which then moves to the side and bounches back. For this I need to know when the exact same method finished moving the button so I can restart it to bounce back. Stop upon restart: say I hover my mouse over a button which moves then. However, if it's still moving, I want its current animation to stop, and a new one to start. For both of these I need to know which function affects which GameObject so I can manage that. Question is, how? Shall I use one script on each of the animated components which affects only that one? Or if I could use only one script on the whole Canvas, then how?

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