Esempio n. 1
0
    /**
     * Gets called everytime the scene GUI is redrawn. Only if the gameObject is slected in the inspector
     */
    void OnSceneGUI()
    {
        //The RotationPivot component of the selected game object
        RotationPivot rotationPivot = (RotationPivot)target;

        //Return if rotationPivot has no target
        if (rotationPivot.target == null)
        {
            return;
        }

        //Display a RotationHandle with the position and rotation of rotationPivot and store its value inside newRotation
        Quaternion newRoation = Handles.RotationHandle(
            rotationPivot.transform.rotation,
            rotationPivot.transform.position
            );

        //Continue only if the new rotation differs from the current rotation
        if (newRoation != rotationPivot.transform.rotation)
        {
            //Register a undo action both on the rotationPivot and its target
            Undo.RecordObject(rotationPivot.transform, "Rotate by pivot");
            Undo.RecordObject(rotationPivot.target, "Rotate by pivot");

            //Apply the new rotation
            rotationPivot.SetRotation(newRoation);
        }
    }
Esempio n. 2
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    // Update is called once per frame
    void Update()
    {
        Vector2    direction = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
        float      angle     = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg - 90f;
        Quaternion rotation  = Quaternion.AngleAxis(angle, Vector3.forward);

        //transform.rotation = Quaternion.Slerp(transform.rotation, rotation, speed * Time.deltaTime);
        pivot.SetRotation(Quaternion.Slerp(transform.rotation, rotation, speed * Time.deltaTime));
    }