Created
April 18, 2016 19:07
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using UnityEngine; | |
using System.Collections; | |
public class RotateCar : MonoBehaviour { | |
public GameObject car; | |
public GameObject doorLeft; | |
public GameObject doorRight; | |
private float rotateInc = 45.0f; | |
private Quaternion destRotation; | |
private Quaternion leftDoorOpenQuat = Quaternion.Euler(270, 237, 0); | |
private Quaternion leftDoorClosedQuat; | |
private Quaternion rightDoorOpenQuat = Quaternion.Euler(90, -60, 0); | |
private Quaternion rightDoorClosedQuat; | |
private float smoothing = 7f; | |
private bool leftDoorOpen = false; | |
private bool rightDoorOpen = false; | |
private Quaternion doorLeftClosed; | |
private Quaternion doorRightClosed; | |
private IEnumerator carCoroutine; | |
private IEnumerator leftDoorCoroutine; | |
private IEnumerator rightDoorCoroutine; | |
// Use this for initialization | |
void Start () { | |
leftDoorClosedQuat = doorLeft.transform.localRotation; | |
rightDoorClosedQuat = doorRight.transform.localRotation; | |
} | |
// Update is called once per frame | |
void Update () { | |
if(Input.GetKeyDown(KeyCode.Space)) { | |
destRotation = Quaternion.Euler(0, destRotation.eulerAngles.y+rotateInc, 0); | |
if (carCoroutine != null) StopCoroutine(carCoroutine); | |
carCoroutine = rotateTo(car.transform, destRotation); | |
StartCoroutine(carCoroutine); | |
} | |
if(Input.GetKeyDown(KeyCode.LeftArrow)) { | |
if (!leftDoorOpen) { | |
if (leftDoorCoroutine != null) StopCoroutine(leftDoorCoroutine); | |
leftDoorCoroutine = rotateTo(doorLeft.transform, leftDoorOpenQuat); | |
StartCoroutine(leftDoorCoroutine); | |
leftDoorOpen = true; | |
} else { | |
if (leftDoorCoroutine != null) StopCoroutine(leftDoorCoroutine); | |
leftDoorCoroutine = rotateTo(doorLeft.transform, leftDoorClosedQuat); | |
StartCoroutine(leftDoorCoroutine); | |
leftDoorOpen = false; | |
} | |
} | |
if(Input.GetKeyDown(KeyCode.RightArrow)) { | |
if (!rightDoorOpen) { | |
if (rightDoorCoroutine != null) StopCoroutine(rightDoorCoroutine); | |
rightDoorCoroutine = rotateTo(doorRight.transform, rightDoorOpenQuat); | |
StartCoroutine(rightDoorCoroutine); | |
rightDoorOpen = true; | |
} else { | |
if (rightDoorCoroutine != null) StopCoroutine(rightDoorCoroutine); | |
rightDoorCoroutine = rotateTo(doorRight.transform, rightDoorClosedQuat); | |
StartCoroutine(rightDoorCoroutine); | |
rightDoorOpen = false; | |
} | |
} | |
} | |
IEnumerator rotateTo (Transform transform, Quaternion destRotation) | |
{ | |
while(Quaternion.Angle(transform.localRotation, destRotation) > 0.1f) | |
{ | |
transform.localRotation = Quaternion.Slerp(transform.localRotation, destRotation, smoothing * Time.deltaTime); | |
yield return null; | |
} | |
} | |
} |
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