IEnumerator RollYR() { //回転中のフラグを立てる script.isRotate = true; //回転処理 float sumAngle = 0f; //angleの合計を保存 while (sumAngle < 90f) { cubeAngle = 1.0f; //ここを変えると回転速度が変わる sumAngle += cubeAngle; // 90度以上回転しないように値を制限 if (sumAngle > 90f) { cubeAngle -= sumAngle - 90f; } transform.RotateAround ( Center.transform.position, Vector3.up, cubeAngle ); yield return(null); } BottunScriptR.SetisClicked(false); //回転中のフラグを倒す script.isRotate = false; Mathf.Ceil(transform.rotation.x); Mathf.Ceil(transform.rotation.y); Mathf.Ceil(transform.rotation.z); yield break; }
public IEnumerator RollYL() { Debug.Log("カメラ回転-----------------------------------------------------"); //回転中のフラグを立てる script.isRotate = true; //回転処理 float sumAngle = 0f; //angleの合計を保存 while (sumAngle > -90f) { cameraAngle = -1.0f; //ここを変えると回転速度が変わる sumAngle += cameraAngle; // 90度以上回転しないように値を制限 if (sumAngle < -90.0f) { cameraAngle -= sumAngle + 90.0f; } transform.RotateAround ( targetObj.transform.position, Vector3.up, cameraAngle ); yield return(null); } BottunScriptL.SetisClicked(false); //回転中のフラグを倒す script.isRotate = false; script.SetFront(script.nowFront, false); Mathf.Ceil(transform.rotation.x); Mathf.Ceil(transform.rotation.y); Mathf.Ceil(transform.rotation.z); yield break; }