heya… !
it is possible to wait until a lerp interval finishes?
something like:
var destinyPoint : Transform;
static var getMove : boolean = true;
function Update(){
Cinem();
transform.position = Vector3.Lerp(transform.position, destinyPoint.position, Time.deltaTime * 4);
function Cinem(){
if (Input.GetKeyDown("r") getMove){
Debug.Log("object has started moving");
yield WaitForSeconds(LerpInterval.length);
Debug.Log("object has reached to its destiny");
}
}
}
salud.
greetings.