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Question by palinalif123 · Feb 09, 2019 at 01:41 PM · c#functionfunctions

Making a function that executes once change things gradually

 public void Charge()
     {
         if(transform.rotation.eulerAngles.x < 55f)
         {
             count++;
             translate = new Vector3(0, 0.01f, -0.009f);
             anim.enabled = false;
             transform.Rotate(0.5f, 0, 0);
             transform.Translate(translate);
         }
     }


I want to do this same thing but in reverse and faster, and I've tried everything I can think of (coroutines with waiting, checking if the rotation is more than the default, but all of them have some problem associated with them. Hell, I even tried using an animation for it but since it doesn't let me make an animation just for rotation that didn't work either!

Further info:

  • I'm only calling the function once (when you let go of a button)

  • I tried doing a reverse counter like this:

for(int i = 0;i <= count;i++) { Vector3 translate = new Vector3(0, -0.01f, 0.009f); transform.Rotate(-0.5f, 0, 0); transform.Translate(translate); } But that just makes it instantly go to the default position, and even if it did work it wouldn't be faster, just the same but in reverse. I made it work like that last night, but I don't have the code from that anymore, and even then that wouldn't solve the issue of it not going fast enough. Is there a way to do this with animations that I've overlooked, or some other way to do it in this way? Thanks in advance!

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avatar image xxmariofer · Feb 09, 2019 at 10:27 PM 1
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i cant understand what6s your exact issue with coroutines?why is not working?

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Answer by ray2yar · Feb 10, 2019 at 11:56 AM

A coroutine should work for this. However you could use Invoke. Something like this:

 void Change()
 {
      //Do the rotation and translation
      if( //some condition is met) Invoke ("Change",  0.2f);
 }
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avatar image DCordoba · Feb 10, 2019 at 12:34 PM 0
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do you mean (after read what he want)?

 float InverseSpeed = 2;
 if( //button pushed) InvokeRepeating ("InverseChange",  0f, InverseSpeed/count);

and a separate method

 public void InverseCharge()
  {
      if(count <= 0)
      {
         CancelInvoke ("InverseChange");
             count = 0;
      }else{
             Vector3 translate = new Vector3(0, -0.01f, 0.009f); 
             transform.Rotate(-0.5f, 0, 0); 
             transform.Translate(translate);
             count --;
      }
  }

also he need to disable a possible call to Charge while he is calling InverseCharge, maybe a if with a global bool

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