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Question by siddharth3322 · May 07, 2020 at 04:59 PM · distancedeltatimelocalpositionenumerateyeild

Write IEnumerator for Movement

I want to write an IEnumerator to move at the desire distance at specified time.
I have tried to write the code for this but this is running a different way.

         float moveDistance=1f;
         float moveSpeed=5f;
         float elapsedDistance = 0f;
 
         while (elapsedDistance <= moveDistance)
         {
             elapsedDistance += Time.deltaTime * moveSpeed;
 
             Vector3 cubeLocalPosition = transform.localPosition;
             cubeLocalPosition.y += Time.deltaTime * moveDistance;
             transform.localPosition = cubeLocalPosition;
             yield return null;
         }


Through this code, Object can't able to travel 1 unit distance. Please help me to correct this code.

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Answer by Hellium · May 07, 2020 at 08:26 PM

 Vector3 targetPosition = transform.position + Vector3.up * moveDistance;
 float moveSpeed = 5f;

 while (targetPosition != transform.position)
 {
     transform.position = Vector3.MoveTowards(transform.position, targetPosition, moveSpeed * Time.deltaTime);
     yield return null;
 }
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avatar image siddharth3322 · May 08, 2020 at 05:22 PM 0
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this happened after applying the above code alt text

blocks-movement.png (164.7 kB)
avatar image Hellium siddharth3322 · May 08, 2020 at 05:31 PM 0
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It does not give me many details about the current behaviour, the expected one and the actual issue you are facing.

avatar image siddharth3322 Hellium · May 09, 2020 at 01:47 PM 0
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Yes, you are right it's a part of the work. Basically I want to create a cube path wave in which cubes in sequence will up and down.

So this is just half code though which I want to move my each cube upside after this I want to move my code downside too at which it actually exists.

Now let me introduce you the whole code step by step: Through the below code, I have tried to create a wave effect by lifting the block step by step by the time. And I have managed each column block separately for my game future requirements.

 public void SpawnPathCubesWaveWithColor(Color waveColor)
     {
         inFirstColumnObstacleFound = inSecondColumnObstacleFound = inThirdColumnObstacleFound = false;
         StartCoroutine(StartSpawningWaveWithColor(waveColor));
     }
  
     IEnumerator StartSpawningWaveWithColor(Color waveColor)
     {
         for (int i = 0; i < totalCubeColumns; i++)
         {
             if (!inFirstColumnObstacleFound)
                 firstColumnBlocks[i].GetComponent<PathBlock>().ActivatePathBlock(waveColor);
             if (!inSecondColumnObstacleFound)
                 secondColumnBlocks[i].GetComponent<PathBlock>().ActivatePathBlock(waveColor);
             if (!inThirdColumnObstacleFound)
                 thirdColumnBlocks[i].GetComponent<PathBlock>().ActivatePathBlock(waveColor);
  
             yield return waitForFractionOfSecond;
         }
     }

Then after the actual cube moves up and down code:

 public void ActivatePathBlock(Color waveColor)
     {
         myMeshRenderer.material.color = waveColor;
         StartCoroutine(MovePathBlockUpDown());
     }
  
     IEnumerator MovePathBlockUpDown()
     {
  
         Vector3 targetPosition = transform.localPosition + Vector3.up * moveDistance;
  
         // move cube upside
         while (((transform.localPosition - targetPosition).sqrMagnitude) > 0f)
         //while (targetPosition != transform.localPosition)
         {
             transform.localPosition = Vector3.MoveTowards(transform.localPosition, targetPosition, moveSpeed * Time.deltaTime);
             yield return null;
         }
  
         // move cube downside
         targetPosition = initialLocalPosition;
         while (((transform.localPosition - targetPosition).sqrMagnitude) > 0f)
         {
             transform.localPosition = Vector3.MoveTowards(transform.localPosition, targetPosition, moveSpeed * Time.deltaTime);
             yield return null;
         }
 }
 }



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