public virtual bool SetRotation( Vector3 rotation, AGF_GridManager.PivotType pivotType ){ if ( this.keepUpright == false ){ this.transform.eulerAngles = m_InitialRotation + rotation; } else { Vector3 newRot = m_InitialRotation; newRot.y += rotation.y; this.transform.eulerAngles = newRot; } // if we are rotating around the center of the object, adjust the offset position of the object as well. if ( pivotType == AGF_GridManager.PivotType.Center ){ placementOffset = ( Quaternion.Euler( rotation ) * m_CenterOffset - m_CenterOffset ); } else if ( pivotType == AGF_GridManager.PivotType.Bottom ){ placementOffset = Vector3.zero; } return this.keepUpright; }
private void Start() { m_GridManager = GameObject.Find ("AGF_GridManager").GetComponent<AGF_GridManager>(); }