protected override void UF_OnPlay(GameObject tar, Vector3 tarPos, Vector3 vecforward) { base.UF_OnPlay(tar, tarPos, vecforward); m_SinForward = MathX.UF_DegForward(m_Forward, -90); m_DegRateTick = 0; m_OffsetRateTick = 0; }
private void UF_UpdateTurn() { if (!isTurning || lockTurn) { return; } if (Mathf.Abs(m_Avatar.transModel.eulerAngles.y - m_TurnAngle) > m_ClampAngleBounds) { float _angle = Mathf.SmoothDampAngle(m_Avatar.transModel.eulerAngles.y, m_TurnAngle, ref m_VelocityTurnAngle, speedTurn); m_Forward = MathX.UF_DegForward(Vector3.forward, _angle); m_Avatar.transModel.eulerAngles = new Vector3(m_Avatar.transModel.eulerAngles.x, _angle, m_Avatar.transModel.eulerAngles.z); } else { isTurning = false; m_VelocityTurnAngle = 0; } }