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Question by Properpeanut · Mar 22, 2017 at 07:35 PM · c#localscale

How do I detect when an object which is scaling over time to a random float, is done scaling?

Hello everyone.

I' playing around with a Tree controlling system and I've visualized the growth part by scaling the tree up like this

         float newScale = Mathf.Lerp(startHeight, finalHeight, Time.time * growthRate);
         transform.localScale = new Vector3(newScale, newScale, newScale);

Now after the tree has grown to the finalHeight which is a Random number:

 this.finalHeight = Random.Range(1.2f, 1.8f);

I want to start a Lifecycle function, which is basically just a countdown that destroys the tree at 0.

My question is. How do I determine when the tree is done scaling, when the height is a random height, so that I can set a bool isFullygrown = true, and then do

 if(isFullyGrown == true)
         {
             LifeCycle(lifeTime);
         }
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avatar image Properpeanut · Mar 22, 2017 at 08:01 PM 0
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So basically I just need to store the random number that the finalHeight variable creates and check if the finalHeight is equal to that, but how do i do that?

     public float fullyGrownHeight;
     this.finalHeight = Random.Range(1.2f, 1.8f);
                 fullyGrownHeight = this.finalHeight;
 
     if(fullyGrownHeight == finalHeight)
         {
             Stage = stage.FullyGrown;
         }

doesn't work :(

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Answer by tanoshimi · Mar 22, 2017 at 08:32 PM

The third parameter passed to Lerp is the proportion through ehich the value has been interpolated from its start to end.

So, your tree will finish growing when Time.time * growthRate = 1.0f. Or, to put it another way, when Time.time = 1.0/growthRate.

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avatar image Properpeanut · Mar 22, 2017 at 08:55 PM 0
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Thanks a lot for your answer tanoshimi :)

So I have to check for how much time has passed?

How would i check for that?

 fullyGrownHeight = Time.time * growthRate;
         if (fullyGrownHeight >=  1.0f)
         {
             Stage = stage.FullyGrown;

O$$anonymous$$G, It works... Thanks

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