Question by
xXDarQXx · Jan 23, 2021 at 02:44 PM ·
c#animationtransformlegacyanimation
function behave unexpectedly inside a coroutine.
the function look like this:
private void Shrink(Animation anim)
{
AnimationClip clip = new AnimationClip();
clip.legacy = true;
char[] c = { 'x', 'y', 'z' };
float rot = Random.value * 360 - 180;
Vector3 toPosition = transform.position + (Random.value * radius * 5 / 6 + radius / 6) * new Vector3(Mathf.Cos(rot), Mathf.Sin(rot));
float scaleMul = Random.value / 4 + 1.0f / 2.0f;
float duration = (transform.position - toPosition).magnitude / speed;
for (int i = 0; i < 3; i++)
{
Keyframe[] keys;
keys = new Keyframe[2];
keys[0] = new Keyframe(0.0f, transform.position[i]);
keys[1] = new Keyframe(duration, toPosition[i]);
curve = new AnimationCurve(keys);
clip.SetCurve("", typeof(Transform), "localPosition." + c[i], curve);
}
for (int i = 0; i < 3; i++)
{
Keyframe[] keys;
keys = new Keyframe[2];
keys[0] = new Keyframe(0.0f, transform.localScale[i]);
keys[1] = new Keyframe(duration, transform.localScale[i] * scaleMul);
curve = new AnimationCurve(keys);
clip.SetCurve("", typeof(Transform), "localScale." + c[i], curve);
}
// now animate the GameObject
anim.AddClip(clip, clip.name);
anim.Play(clip.name);
}
all it does is that it sort of animate the shrinking of a border and moving it to some random location inside a radius. the function works fine if I call it on its own but I want the function to be called every x seconds so I wrote this coroutine:
IEnumerator ShrinkCR(float time)
{
for (int i = 0; i < 3; i++)
{
yield return new WaitForSeconds(time);
Shrink(anim);
}
}
and simply called it inside update():
private void Update()
{
StartCoroutine(ShrinkCR(10));
}
but when I do that the border goes crazy and instead going to some random location inside some radius it just accelerate to the right indefinitly. What did I do wrong????
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