I have some problems on device with tween
private void PaintWay(List<Vector3> way, int CurrentFaceIndex)
{
var end = way.Last();
var start = way.First();
Material ToPaint = new Material(ObjPresenter.Way.GetComponent<MeshRenderer>().sharedMaterial);
coloredWays = new List<GameObject>();
DOTween.To(() => start, x => start = x, end, AnimationMovePlayerDuration)
.SetEase(AnimationMovePlayerEase)
.SetOptions(true)
.OnStart(() =>
{
if (ObjPresenter.Faces[CurrentFaceIndex].PlacesToInstantiate[(int)start.x, (int)start.y].transform.childCount == 0)
{
var pathway = Instantiate(ObjPresenter.Way, ObjPresenter.Faces[CurrentFaceIndex].PlacesToInstantiate[(int)start.x, (int)start.y]);
pathway.GetComponent<MeshRenderer>().material = ToPaint;
coloredWays.Add(pathway);
}
})
.OnUpdate(() =>
{
if (ObjPresenter.Faces[CurrentFaceIndex].PlacesToInstantiate[(int)start.x, (int)start.y].transform.childCount == 0)
{
var pathway = Instantiate(ObjPresenter.Way, ObjPresenter.Faces[CurrentFaceIndex].PlacesToInstantiate[(int)start.x, (int)start.y]);
pathway.GetComponent<MeshRenderer>().material = ToPaint;
coloredWays.Add(pathway);
}
});
}
So problem appears when i got long path. My path has free space without color parts. I use setOptions to snap movement from vector2(floats) to vector2(ints)
i except path without uncolored blocks