void Awake() { m_uiModuleModelObject = this.GetComponent <UIModuleModelObject>(); initialRotation = UIModuleModelUtils.NormalizeRotation(m_uiModuleModelObject.TargetRotation); SetupEvents(); }
IEnumerator SnapBack(float time) { var timeStarted = Time.time; float percentageComplete = 0f; Vector3 snapStartRotation = UIModuleModelUtils.NormalizeRotation(m_uiModuleModelObject.TargetRotation); float desiredX = (Mathf.Abs(snapStartRotation.x - initialRotation.x) >= 180f) ? (initialRotation.x - 180f) : initialRotation.x; float desiredY = (Mathf.Abs(snapStartRotation.y - initialRotation.y) >= 180f) ? (initialRotation.y - 180f) : initialRotation.y; float desiredZ = (Mathf.Abs(snapStartRotation.z - initialRotation.z) >= 180f) ? (initialRotation.z - 180f) : initialRotation.z; while (percentageComplete < 1f) { m_uiModuleModelObject.TargetRotation = new Vector3( (RotateX ? Mathf.Lerp(snapStartRotation.x, desiredX, percentageComplete) : desiredX), (RotateY ? Mathf.Lerp(snapStartRotation.y, desiredY, percentageComplete) : desiredY), (RotateZ ? Mathf.Lerp(snapStartRotation.z, desiredZ, percentageComplete) : desiredZ) ); percentageComplete = (Time.time - timeStarted) / time; yield return(null); } m_uiModuleModelObject.TargetRotation = initialRotation; }
public void Cleanup() { m_texture2D = null; m_sprite = null; m_renderTexture = null; m_targetBounds = default(Bounds); if (m_container != null) { UIModuleModelUtils.UnRegisterTargetContainer(this); DestroyImmediate(m_container.gameObject); m_container = null; } }
void OnDestroy() { UIModuleModelUtils.UnRegisterTargetContainer(this); }