private IEnumerator ForceHeldRotation(bool frontFace, float duration)
    {
        SelectableManager selectableManager = KTInputManager.Instance.SelectableManager;
        Transform         baseTransform     = selectableManager.GetBaseHeldObjectTransform();

        float oldZSpin    = _heldFrontFace ? 0.0f : 180.0f;
        float targetZSpin = frontFace ? 0.0f : 180.0f;

        float initialTime = Time.time;

        while (Time.time - initialTime < duration)
        {
            float lerp         = (Time.time - initialTime) / duration;
            float currentZSpin = Mathf.SmoothStep(oldZSpin, targetZSpin, lerp);

            Quaternion currentRotation = Quaternion.Euler(0.0f, 0.0f, currentZSpin);

            selectableManager.SetZSpin(currentZSpin);
            selectableManager.SetControlsRotation(baseTransform.rotation * currentRotation);
            selectableManager.HandleFaceSelection();
            yield return(null);
        }

        selectableManager.SetZSpin(targetZSpin);
        selectableManager.SetControlsRotation(baseTransform.rotation * Quaternion.Euler(0.0f, 0.0f, targetZSpin));
        selectableManager.HandleFaceSelection();

        _heldFrontFace = frontFace;
    }
    public void RotateByLocalQuaternion(Quaternion localQuaternion)
    {
        Transform baseTransform = SelectableManager.GetBaseHeldObjectTransform();

        float currentZSpin = _heldFrontFace ? 0.0f : 180.0f;

        SelectableManager.SetControlsRotation(baseTransform.rotation * Quaternion.Euler(0.0f, 0.0f, currentZSpin) * localQuaternion);
        SelectableManager.HandleFaceSelection();
    }
示例#3
0
    private IEnumerator ForceHeldRotation(bool frontFace, float duration)
    {
        SelectableManager selectableManager = KTInputManager.Instance.SelectableManager;
        Transform         baseTransform     = selectableManager.GetBaseHeldObjectTransform();

        float oldZSpin    = selectableManager.GetZSpin();
        float targetZSpin = frontFace ? 0.0f : 180.0f;

        float initialTime = Time.time;

        while (Time.time - initialTime < duration)
        {
            float lerp         = (Time.time - initialTime) / duration;
            float currentZSpin = Mathf.SmoothStep(oldZSpin, targetZSpin, lerp);

            Quaternion currentRotation           = Quaternion.Euler(0.0f, 0.0f, currentZSpin);
            Vector3    HeldObjectTiltEulerAngles = selectableManager.GetHeldObjectTiltEulerAngles();
            HeldObjectTiltEulerAngles.x  = Mathf.Clamp(HeldObjectTiltEulerAngles.x, -95f, 95f);
            HeldObjectTiltEulerAngles.z -= selectableManager.GetZSpin() - currentZSpin;

            selectableManager.SetZSpin(currentZSpin);
            selectableManager.SetControlsRotation(baseTransform.rotation * currentRotation);
            selectableManager.SetHeldObjectTiltEulerAngles(HeldObjectTiltEulerAngles);
            selectableManager.HandleFaceSelection();
            yield return(null);
        }

        Vector3 HeldObjectTileEulerAnglesFinal = selectableManager.GetHeldObjectTiltEulerAngles();

        HeldObjectTileEulerAnglesFinal.x  = Mathf.Clamp(HeldObjectTileEulerAnglesFinal.x, -95f, 95f);
        HeldObjectTileEulerAnglesFinal.z -= selectableManager.GetZSpin() - targetZSpin;

        selectableManager.SetZSpin(targetZSpin);
        selectableManager.SetControlsRotation(baseTransform.rotation * Quaternion.Euler(0.0f, 0.0f, targetZSpin));
        selectableManager.SetHeldObjectTiltEulerAngles(HeldObjectTileEulerAnglesFinal);
        selectableManager.HandleFaceSelection();
    }
示例#4
0
    private IEnumerator ForceHeldRotation(float duration)
    {
        Transform baseTransform = SelectableManager.GetBaseHeldObjectTransform();

        float initialTime = Time.time;

        while (Time.time - initialTime < duration)
        {
            Quaternion currentRotation = Quaternion.Euler(0.0f, 0.0f, 0.0f);

            SelectableManager.SetZSpin(0.0f);
            SelectableManager.SetControlsRotation(baseTransform.rotation * currentRotation);
            SelectableManager.HandleFaceSelection();
            yield return(null);
        }

        SelectableManager.SetZSpin(0.0f);
        SelectableManager.SetControlsRotation(baseTransform.rotation * Quaternion.Euler(0.0f, 0.0f, 0.0f));
        SelectableManager.HandleFaceSelection();
    }