public static Vector3 AddLocalEulerAngles(this Transform transform, ExtensionUtils.Axis iaxis, float frot)
    {
        switch (iaxis)
        {
        case ExtensionUtils.Axis.AxisX:
            TransformExtensionMethods._vVec.Set(frot, 0f, 0f);
            break;

        case ExtensionUtils.Axis.AxisY:
            TransformExtensionMethods._vVec.Set(0f, frot, 0f);
            break;

        case ExtensionUtils.Axis.AxisZ:
            TransformExtensionMethods._vVec.Set(0f, 0f, frot);
            break;

        case ExtensionUtils.Axis.AxisAll:
            TransformExtensionMethods._vVec.Set(frot, frot, frot);
            break;

        default:
            TransformExtensionMethods._vVec.Set(0f, 0f, 0f);
            break;
        }
        return(transform.AddLocalEulerAngles(TransformExtensionMethods._vVec));
    }
    public static Vector3 AddLocalEulerAngles(this Transform transform, Vector3 vrot)
    {
        Vector3 localEulerAngles = transform.localEulerAngles;
        float   x = localEulerAngles.x + vrot.x;
        Vector3 localEulerAngles2 = transform.localEulerAngles;
        float   y = localEulerAngles2.y + vrot.y;
        Vector3 localEulerAngles3 = transform.localEulerAngles;

        return(transform.AddLocalEulerAngles(x, y, localEulerAngles3.z + vrot.z));
    }
 public static Vector3 AddLocalEulerAnglesZ(this Transform transform, float frot)
 {
     return(transform.AddLocalEulerAngles(frot, 0f, 0f));
 }
 public static Vector3 AddLocalEulerAngles(this Transform transform, Vector3 vrot)
 {
     return(transform.AddLocalEulerAngles(transform.get_localEulerAngles().x + vrot.x, transform.get_localEulerAngles().y + vrot.y, transform.get_localEulerAngles().z + vrot.z));
 }
示例#5
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="value"></param>
 public static void AddLocalEulerAnglesZ(this Transform trans, float value)
 {
     trans.AddLocalEulerAngles(0, 0, value);
 }
示例#6
0
 public static void AddLocalEulerAngles(this Transform transform, Vector3 vec)
 {
     transform.AddLocalEulerAngles(vec.x, vec.y, vec.z);
 }