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Question by carpediem23 · Aug 24, 2012 at 05:58 PM · coroutinemovesmoothienumerator

Smooth moving object

hi guys,

how can i be working simple move with ienumerator ? i maked something for it, like this:

     //This numerator do to changing plyer's direction
     IEnumerator TakeMe(int paramDirection)
     {
         yield return new WaitForEndOfFrame();
         
         if(_canChangePosition)
         {
             Debug.Log("Take me : " + paramDirection + " " + "direction");
             Transform _tempTransform = null;    
             
             switch (paramDirection) 
             {
                 case 0:
                     _tempTransform = playersLeft;
                     break;
                 
                 case 1:
                     _tempTransform = playersRight;
                     break;
                 
                 default:
                     break;
             }
             
             while (Vector3.Distance(player.transform.position, _tempTransform.position) > 0) 
             {
                 //player.transform.position += Vector3.right * _moveSpeed * myPlayerSpeed;
                 //player.transform.position = Vector3.Lerp(player.transform.position, _tempTransform.position, Vector3.Distance(player.transform.position, _tempTransform.position) / Time.deltaTime * 0.25f);                
                 player.transform.position += Vector3.right * _moveSpeed * myPlayerSpeed;
             }
             
             _canChangePosition = false;
         }
     }
     private void ChoosePosition(int paramPositionInfo, int paramWantedDirection)
     {
         int tempDirection = _nullValue;
         
         if(_canChangePosition)
         {
             if(paramPositionInfo == (int)LandStatus.OnCenter)
             {
                 StartCoroutine("TakeMe", paramWantedDirection);
             }
             
             else if(paramPositionInfo == (int)LandStatus.OnLeft && paramWantedDirection != (int)Directions.Left)
             {
                 StartCoroutine("TakeMe", paramWantedDirection);
             }            
             
             else if(paramPositionInfo == (int)LandStatus.OnRight && paramWantedDirection != (int)Directions.Right)
             {
                 StartCoroutine("TakeMe", paramWantedDirection);
             }
             
             else
                 _canChangePosition = false;
         }
     }
 
     private void CheckUpControls()
     {
         if(_canMove)
         {
             if (Input.GetKeyDown(KeyCode.A)) 
             {
                 _targetDirectionTransform = playersLeft;
                 _playersLand = FindPlayersLand();
                 Debug.Log("Player's position number is :" + _playersLand);
                 ChoosePosition(_playersLand, (int)Directions.Left);
                 Debug.Log("User click LEFT");
             }
             
             else if (Input.GetKeyDown(KeyCode.D)) 
             {
                 _targetDirectionTransform = playersRight;
                 _playersLand = FindPlayersLand();
                 Debug.Log("Player's position number is :" + _playersLand);
                 ChoosePosition(_playersLand, (int)Directions.Right);
                 Debug.Log("User click RIGHT");
             }
         }
     }
 
     void Update () 
     {
         _distance = Vector3.Distance(_startPointTransform.position, _endPointTransform.position);        
         //10 meter per second
         _moveSpeed = Time.deltaTime * speedFactor;
         _playersTransform = _player.transform;
         //Check Is user click to Left or Right
         CheckUpControls();
     }

but i cant be moving object smoothly how can i do with this ?

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Answer by lancerfour · Aug 26, 2012 at 10:22 AM

In your `TakeMe()` coroutine, try moving the `yield return new WaitForEndOfFrame();` into the end of the `while` loop.

Adding it to the loop should show the smoothed movement, updating it as it goes.

Let me know if it worked :D

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Answer by carpediem23 · Sep 08, 2012 at 03:02 AM

i m sorry for my late yes its working ty :)

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