Hi,
I’m trying to add this coroutine to the below raycast script in an attempt to initiate a delay
after the raycast contacts a collider. How would I implement this?
Thanks in advance.
StartCoroutine(WaitAndAnimate(5.0f));
IEnumerator WaitAndAnimate(float waitTime) {
yield return new WaitForSeconds(waitTime);
}
using UnityEngine;
using System.Collections;
public class TapToMove : MonoBehaviour {
//flag to check if the user has tapped / clicked.
//Set to true on click. Reset to false on reaching destination
private bool flag = false;
//destination point
private Vector3 endPoint;
//alter this to change the speed of the movement of player / gameobject
public float duration = 50.0f;
//vertical position of the gameobject
private float yAxis;
void Start(){
//save the y axis value of gameobject
yAxis = gameObject.transform.position.y;
}
// Update is called once per frame
void Update () {
//check if the screen is touched / clicked
if((Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) || (Input.GetMouseButtonDown(0)))
{
//declare a variable of RaycastHit struct
RaycastHit hit;
//Create a Ray on the tapped / clicked position
Ray ray;
//for unity editor
#if UNITY_EDITOR
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
//for touch device
#elif (UNITY_ANDROID || UNITY_IPHONE || UNITY_WP8)
ray = Camera.main.ScreenPointToRay(Input.GetTouch(0).position);
#endif
//Check if the ray hits any collider
if(Physics.Raycast(ray,out hit))
{
//set a flag to indicate to move the gameobject
flag = true;
//save the click / tap position
endPoint = hit.point;
//as we do not want to change the y axis value based on touch position, reset it to original y axis value
// endPoint.y = yAxis;
Debug.Log(endPoint);
}
}
//check if the flag for movement is true and the current gameobject position is not same as the clicked / tapped position
if(flag && !Mathf.Approximately(gameObject.transform.position.magnitude, endPoint.magnitude)){ //&& !(V3Equal(transform.position, endPoint))){
//move the gameobject to the desired position
gameObject.transform.position = Vector3.Lerp(gameObject.transform.position, endPoint, 1/(duration*(Vector3.Distance(gameObject.transform.position, endPoint))));
}
//set the movement indicator flag to false if the endPoint and current gameobject position are equal
else if(flag && Mathf.Approximately(gameObject.transform.position.magnitude, endPoint.magnitude)) {
flag = false;
Debug.Log("I am here");
}
}
}//}