private IEnumerator RotateXTo(GameObject go, float from, float to, float time, GameObject ui, SceneOrientation orientation) { Vector3 rot = new Vector3(from, go.transform.rotation.y, go.transform.rotation.z); float t = 0.0f; // initialize a zero time float tConf = 0.1f; // confidence interval for time comparison while (t <= time + tConf) { rot.x = Mathf.Lerp(from, to, t / time); go.transform.localEulerAngles = rot; t += Time.deltaTime; yield return(null); } currentSceneOrientation = orientation; ui.SetActive(true); yield return(null); }
// Use this for initialization void Start() { if (Application.platform == RuntimePlatform.Android && aRCoreParent != null) { aRKitParent.SetActive(false); aRCoreParent.SetActive(true); } else if (aRKitParent != null) { aRKitParent.SetActive(true); aRCoreParent.SetActive(false); } if (goEnlarge != null && goMinimize != null) { goEnlarge.SetActive(false); goMinimize.SetActive(true); } if (goVertical != null && goHorizontal != null) { goVertical.SetActive(false); goHorizontal.SetActive(true); } currentSceneOrientation = SceneOrientation.Vertical; }