private void OutputRotationTowards(Quaternion destRot)
 {
     if (!this.constrainRotation)
     {
         return;
     }
     UnityConstraints.InterpolateRotationTo(this.xform, destRot, this.interpolation, this.rotationSpeed);
     UnityConstraints.MaskOutputRotations(this.xform, this.output);
 }
Beispiel #2
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        /// <summary>
        /// Runs when the constraint is active or when the noTarget mode is set to
        /// ReturnToDefault
        /// </summary>
        private void OutputTowards(Quaternion destRot)
        {
            UnityConstraints.InterpolateRotationTo
            (
                this.xform,
                destRot,
                this.interpolation,
                this.speed
            );

            UnityConstraints.MaskOutputRotations(this.xform, this.output);
        }
Beispiel #3
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        /// <summary>
        ///     Runs when the constraint is active or when the noTarget mode is set to
        ///     ReturnToDefault
        /// </summary>
        private void OutputTowards(Quaternion destRot)
        {
            UnityConstraints.InterpolateRotationTo
            (
                xform,
                destRot,
                interpolation,
                speed
            );

            UnityConstraints.MaskOutputRotations(xform, output);
        }
        /// <summary>
        /// Runs when the constraint is active or when the noTarget mode is set to
        /// ReturnToDefault
        /// </summary>
        private void OutputRotationTowards(Quaternion destRot)
        {
            // Faster exit if nothing to do.
            if (!this.constrainRotation)
            {
                return;
            }

            UnityConstraints.InterpolateRotationTo
            (
                this.transform,
                destRot,
                this.interpolation,
                this.rotationSpeed
            );

            UnityConstraints.MaskOutputRotations(this.transform, this.output);
        }
Beispiel #5
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        /// <summary>
        ///     Runs when the constraint is active or when the noTarget mode is set to
        ///     ReturnToDefault
        /// </summary>
        private void OutputRotationTowards(Quaternion destRot)
        {
            // Faster exit if nothing to do.
            if (!constrainRotation)
            {
                return;
            }

            UnityConstraints.InterpolateRotationTo
            (
                xform,
                destRot,
                interpolation,
                rotationSpeed
            );

            UnityConstraints.MaskOutputRotations(xform, output);
        }