IEnumerator CoilShulink(GameObject TargetObj, float TargetValue)
{
float offset = 0.02f;
while (TargetObj.transform.localScale.x >= TargetValue)
{
if (TargetObj.transform.localScale.x > TargetValue)
{
TargetObj.transform.localScale -= new Vector3(offset * Time.deltaTime, offset * Time.deltaTime, 0);
}
else
{
TargetObj.transform.localScale = new Vector3(TargetValue, TargetValue, 0.7f);
}
yield return new WaitForEndOfFrame();
offset += offset * Time.deltaTime;
}
while (TargetObj.transform.localScale.x <= TargetValue)
{
if (TargetObj.transform.localScale.x < TargetValue)
{
TargetObj.transform.localScale += new Vector3(offset * Time.deltaTime, offset * Time.deltaTime, 0);
}
else
{
TargetObj.transform.localScale = new Vector3(TargetValue, TargetValue, 0.7f);
}
yield return new WaitForEndOfFrame();
offset += offset * Time.deltaTime;
}
}
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