I have been working on a object movement along a path Which i have been geting from Navmesh Unity3d I am using coroutine in which i controled it with while loop as i can show>
As an alternative, you could utilize Unity's AnimationCurve class to map out all kinds of super smooth animation types easily:
You can define the curves in the inspector, or in code
public AnimationCurve Linear
{
get
{
return new AnimationCurve(new Keyframe(0, 0, 1, 1), new Keyframe(1, 1, 1, 1));
}
}
And you can define useage in a coroutine as such:
Vector2.Lerp (startPos, targetPos, aCurve.Evaluate(percentCompleted));
Where "percentCompleted" is your timer/TotalTimeToComplete.
A full example of lerping can be seen from this function:
IEnumerator CoTween(RectTransform aRect, float aTime, Vector2 aDistance, AnimationCurve aCurve, System.Action aCallback = null)
{
float startTime = Time.time;
Vector2 startPos = aRect.anchoredPosition;
Vector2 targetPos = aRect.anchoredPosition + aDistance;
float percentCompleted = 0;
while(Vector2.Distance(aRect.anchoredPosition,targetPos) > .5f && percentCompleted < 1){
percentCompleted = (Time.time - startTime) / aTime;
aRect.anchoredPosition = Vector2.Lerp (startPos, targetPos, aCurve.Evaluate(percentCompleted));
yield return new WaitForEndOfFrame();
if (aRect == null)
{
DeregisterObject(aRect);
yield break;
}
}
DeregisterObject(aRect);
mCallbacks.Add(aCallback);
yield break;
}
Check out this Tween library for more code examples: https://github.com/James9074/Unity-Juice-UI/blob/master/Juice.cs