/// <summary> /// est ammelé à chaque update, pour tourner l'anim /// </summary> private void Turning() { if (!playerGrip.Gripped && playerPenduleMove.IsAirTenseOrInCoolDown()) { //parentParentAnim.rotation = QuaternionExt.DirObject(parentParentAnim.rotation, penduleMove.x, -penduleMove.y, speedTurn * ratio, QuaternionExt.TurnType.Z); parentAnim.rotation = QuaternionExt.DirObject(parentAnim.rotation, penduleMove.x, -penduleMove.y, speedTurn * ratio, QuaternionExt.TurnType.Z); } else { parentAnim.rotation = QuaternionExt.DirObject(parentAnim.rotation, dirMove.x, dirMove.y, speedTurn * ratio, QuaternionExt.TurnType.Y); } //childAnim.localEulerAngles = new Vector3(0, 0, 0); //penduleChildRotate = new Vector3(0, 0, 0); childAnim.localEulerAngles = QuaternionExt.DirLocalObject(childAnim.localEulerAngles, penduleChildRotate, speedPenduleTurn, QuaternionExt.TurnType.Y); //Quaternion targetRotation = Quaternion.FromToRotation(Vector3.forward, Vector3.up) * Quaternion.LookRotation(penduleChildRotate); //childAnim.rotation = Quaternion.Lerp(childAnim.rotation, targetRotation, Time.deltaTime * speedTurn * ratio); }