Created
May 2, 2014 04:09
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Rotation Script
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using UnityEngine; | |
using System.Collections; | |
public class RotateObject : MonoBehaviour { | |
public float RotationPerPixelMovement = 1.0f; | |
GameObject _toRotate; | |
bool _rotating = false; | |
Vector3 _lastPosition; | |
Vector3 _objEulerAngles; | |
void Update() | |
{ | |
CheckForActivation(); | |
HandleRotation(); | |
} | |
void CheckForActivation() | |
{ | |
if (Input.GetMouseButtonDown(0) && FindObjectUnderCursor()) | |
{ | |
_lastPosition = Input.mousePosition; | |
_objEulerAngles = _toRotate.transform.rotation.eulerAngles; | |
_rotating = true; | |
} | |
else if (Input.GetMouseButtonUp(0)) | |
{ | |
_rotating = false; | |
} | |
} | |
bool FindObjectUnderCursor() | |
{ | |
var ray = Camera.main.ScreenPointToRay(Input.mousePosition); | |
RaycastHit rh; | |
if (Physics.Raycast(ray, out rh, float.MaxValue)) | |
{ | |
_toRotate = rh.collider.gameObject; | |
return true; | |
} | |
return false; | |
} | |
void HandleRotation() | |
{ | |
if(!_rotating) | |
{ | |
return; | |
} | |
var pos = Input.mousePosition; | |
var delta = pos - _lastPosition; | |
_lastPosition = pos; | |
_objEulerAngles.x += delta.y * RotationPerPixelMovement; | |
_objEulerAngles.y -= delta.x * RotationPerPixelMovement; | |
_toRotate.transform.rotation = Quaternion.Euler(_objEulerAngles); | |
} | |
} |
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