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