using UnityEngine;
///
/// Tween the object's rotation.
///
public class TweenRotation : Tweener
{
public Vector3 from;
public Vector3 to;
Transform mTrans;
public Transform cachedTransform {
get {
if (mTrans == null)
mTrans = transform;
return mTrans;
}
}
///
/// Tween's current value.
///
public Quaternion value {
get {
return cachedTransform.localRotation;
}
set {
cachedTransform.localRotation = value;
}
}
///
/// Tween the value.
///
protected override void OnUpdate(float factor, bool isFinished)
{
value = Quaternion.Slerp(Quaternion.Euler(from), Quaternion.Euler(to), factor);
}
///
/// Start the tweening operation.
///
static public TweenRotation Begin(GameObject go, float duration, Quaternion rot)
{
TweenRotation comp = Tweener.Begin(go, duration);
comp.from = comp.value.eulerAngles;
comp.to = rot.eulerAngles;
if (duration <= 0f)
{
comp.Sample(1f, true);
comp.enabled = false;
}
return comp;
}
[ContextMenu("Set 'From' to current value")]
public override void SetStartToCurrentValue()
{
from = value.eulerAngles;
}
[ContextMenu("Set 'To' to current value")]
public override void SetEndToCurrentValue()
{
to = value.eulerAngles;
}
[ContextMenu("Assume value of 'From'")]
void SetCurrentValueToStart()
{
value = Quaternion.Euler(from);
}
[ContextMenu("Assume value of 'To'")]
void SetCurrentValueToEnd()
{
value = Quaternion.Euler(to);
}
}