FiE-Game/Assets/Scripts/Fie/Title/FieTitleElementsRotater.cs

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2018-11-20 20:10:49 +01:00
using Fie.Utility;
using UnityEngine;
namespace Fie.Title
{
public class FieTitleElementsRotater : MonoBehaviour
{
public enum AxisType
{
XYZ,
YXZ
}
public AxisType axisType;
public Vector3 clickRotForce = Vector3.zero;
public float clickRotDuration;
public Vector3 rotatePerSec = Vector3.zero;
public Vector3 currentRotateion = Vector3.zero;
private Tweener<TweenTypesOutSine> clickRotTweener = new Tweener<TweenTypesOutSine>();
private Vector3 currentClickForce = Vector3.zero;
private void Start()
{
}
private void Update()
{
if (Input.anyKeyDown)
{
currentClickForce += clickRotForce * 20f;
currentClickForce.x = Mathf.Min(currentClickForce.x, clickRotForce.x * 60f);
currentClickForce.y = Mathf.Min(currentClickForce.y, clickRotForce.y * 60f);
currentClickForce.z = Mathf.Min(currentClickForce.z, clickRotForce.z * 60f);
}
currentClickForce = Vector3.Lerp(currentClickForce, Vector3.zero, 0.95f * Time.deltaTime);
currentRotateion.x += rotatePerSec.x * Time.deltaTime;
currentRotateion.y += rotatePerSec.y * Time.deltaTime;
currentRotateion.z += rotatePerSec.z * Time.deltaTime;
currentRotateion += currentClickForce * Time.deltaTime;
currentRotateion.x = Mathf.Repeat(currentRotateion.x, 360f);
currentRotateion.y = Mathf.Repeat(currentRotateion.y, 360f);
currentRotateion.z = Mathf.Repeat(currentRotateion.z, 360f);
Quaternion quaternion = Quaternion.AngleAxis(currentRotateion.x, Vector3.right);
Quaternion quaternion2 = Quaternion.AngleAxis(currentRotateion.y, Vector3.up);
Quaternion rhs = Quaternion.AngleAxis(currentRotateion.z, Vector3.forward);
switch (axisType)
{
case AxisType.XYZ:
base.transform.rotation = quaternion * quaternion2 * rhs;
break;
case AxisType.YXZ:
base.transform.rotation = quaternion2 * quaternion * rhs;
break;
}
}
}
}