using System.Collections.Generic; using System.Threading; using Cysharp.Threading.Tasks; using DG.Tweening; using Game.Pathfinding; using Sirenix.OdinInspector; using UnityEngine; namespace Game.Player { class PlayerInfo : MonoBehaviour { [SerializeField] [ReadOnly] private IPlayer _player; [SerializeField] private float speed = 1f; public void SetPlayer(IPlayer player) { this._player = player; this.gameObject.name = this._player.playerName; } public async UniTask MoveAsync(List wayPoint, Vector2 endPos, CancellationToken token) { // enter this room foreach (var point in wayPoint) { await this.MoveAsync(point.position, token); } // enter room a point await this.MoveAsync(endPos, token); return true; } async UniTask MoveAsync(Vector2 endPos, CancellationToken token) { var distance = Vector3.Distance(this.transform.position, endPos); var time = distance / this.speed; transform.DOMove(endPos, time).SetEase(Ease.Linear); float delayTimeSpan = time * 1000; await UniTask.Delay((int)delayTimeSpan); // (int)delayTimeSpan Debug.Log($"time is {time}, await time is {delayTimeSpan}"); } } }