using System.Collections.Generic; using UnityEngine; using UnityEngine.Serialization; public class MovingPlatforme : CoreBehaviour { [Header("Move Position")] public float moveDuration; [SerializeField] [FormerlySerializedAs("moveDelta")] private Vector3 _moveDelta; [SerializeField] [FormerlySerializedAs("moveCurve")] private AnimationCurve _moveCurve; [Header("Move Rotation")] [Space(3f)] public float moveRotationDuration; [SerializeField] [FormerlySerializedAs("rotationDelta")] private Vector3 _rotationDelta; [Space(3f)] [Header("General")] [SerializeField] [FormerlySerializedAs("local")] private bool _local; [SerializeField] [FormerlySerializedAs("delayBeforeStart")] private float _delayBeforeStart; [SerializeField] [FormerlySerializedAs("triggerMoving")] private TriggerMovingPlatforme _triggerMoving; [SerializeField] [FormerlySerializedAs("pingpong")] private bool _pingpong = true; [SerializeField] [FormerlySerializedAs("oneLoop")] private bool _oneLoop; private Vector3 _p1; private Vector3 P2; private Quaternion _r1; private Quaternion R2; private Vector3 rotationSpeed; private bool _inverseRot; private Rigidbody _bodyToMove; private float _currentTimeDelay; private float _currentTimeMove; private float _currentTimeMoveRotation; private float _currentTimeMoveRotationPingPong; private bool _isInit; private Vector3 _startPos; private Quaternion startRot; private List _listAIAttch = new List(); private float _ratio; private bool _needRotate = true; private bool _curR; public bool Started { get; private set; } public Vector3 curLookDir { get; private set; } public Vector3 curLookDir1 { get; private set; } public Vector3 curLookDir2 { get; private set; } public bool needInverseRot => false; public void AttachAI(AIBase ai) { } public void StopAllAI() { } private void Awake() { } private void Start() { } public void ResetMovingPlatform() { } public void ActivatePlateforme(bool active) { } public void Activate(bool active) { } private Vector3 GetGlobalPosition(Vector3 p) { return default(Vector3); } private Quaternion GetGlobalRotation(Quaternion r) { return default(Quaternion); } private void FixedUpdate() { } private void OnDrawGizmos() { } }