v4 transformation after rotation added.
This commit is contained in:
+73
-61
@@ -2,22 +2,72 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class RotationControl : MonoBehaviour
|
||||
public class rotation
|
||||
{
|
||||
public Quaternion rotation = new Quaternion(0, 0, 0, 0);
|
||||
public List<GameObject> rotation2 = new List<GameObject>();
|
||||
public GameObject body;
|
||||
|
||||
public float min = -15;
|
||||
public float max = 15;
|
||||
public float speed = 0.3f;
|
||||
public float speed2 = 0.3f;
|
||||
public float speed3 = 0.3f;
|
||||
public bool dir = false;
|
||||
public bool dir2 = false;
|
||||
public bool dir3 = false;
|
||||
public bool enabled = true;
|
||||
|
||||
public bool p = false, r = false, y = false;
|
||||
public float i = 0;
|
||||
|
||||
public rotation(float speed, float min, float max)
|
||||
{
|
||||
this.speed = speed;
|
||||
this.min = min;
|
||||
this.max = max;
|
||||
}
|
||||
|
||||
public float update()
|
||||
{
|
||||
if (enabled)
|
||||
{
|
||||
if (!dir && i < max)
|
||||
{
|
||||
i += speed;
|
||||
}
|
||||
else if (!dir)
|
||||
{
|
||||
dir = !dir;
|
||||
i = (float)max;
|
||||
}
|
||||
else if (dir && i > min)
|
||||
{
|
||||
i -= speed;
|
||||
}
|
||||
else if (dir)
|
||||
{
|
||||
dir = !dir;
|
||||
i = (float)min;
|
||||
}
|
||||
}
|
||||
|
||||
return i;
|
||||
}
|
||||
}
|
||||
|
||||
public class RotationControl : MonoBehaviour
|
||||
{
|
||||
public Vector3 transformation = new Vector3(0, 0, 0);
|
||||
public Vector3 transformation2 = new Vector3(0, 0, 0);
|
||||
|
||||
public Quaternion rotation = new Quaternion(0, 0, 0, 0);
|
||||
public List<GameObject> rotation2 = new List<GameObject>();
|
||||
public GameObject body;
|
||||
public GameObject body2;
|
||||
|
||||
public rotation r1 = new rotation(0.1f, -15, 15);
|
||||
public rotation r2 = new rotation(0.2f, -15, 15);
|
||||
public rotation r3 = new rotation(0.3f, -15, 15);
|
||||
|
||||
public rotation r4 = new rotation(0.01f, -3, 3);
|
||||
public rotation r5 = new rotation(0.02f, -3, 3);
|
||||
public rotation r6 = new rotation(0.03f, -3, 3);
|
||||
|
||||
public rotation r7 = new rotation(0.001f, -3, 3);
|
||||
public rotation r8 = new rotation(0.002f, -3, 3);
|
||||
public rotation r9 = new rotation(0.003f, -3, 3);
|
||||
|
||||
// Use this for initialization
|
||||
void Start ()
|
||||
@@ -27,65 +77,27 @@ public class RotationControl : MonoBehaviour
|
||||
// Update is called once per frame
|
||||
void FixedUpdate()
|
||||
{
|
||||
if (p)
|
||||
{
|
||||
if (!dir2 && rotation.x < max)
|
||||
rotation.x += speed2;
|
||||
else if (!dir2)
|
||||
{
|
||||
dir2 = !dir2;
|
||||
rotation.x = (float)max;
|
||||
}
|
||||
else if (dir2 && rotation.x > min)
|
||||
rotation.x -= speed2;
|
||||
else if (dir2)
|
||||
{
|
||||
dir2 = !dir2;
|
||||
rotation.x = (float)min;
|
||||
}
|
||||
}
|
||||
rotation.x = r1.update();
|
||||
rotation.y = r2.update();
|
||||
rotation.z = r3.update();
|
||||
|
||||
if (r)
|
||||
{
|
||||
if (!dir3 && rotation.y < max)
|
||||
rotation.y += speed3;
|
||||
else if (!dir3)
|
||||
{
|
||||
dir3 = !dir3;
|
||||
rotation.y = (float)max;
|
||||
}
|
||||
else if (dir3 && rotation.y > min)
|
||||
rotation.y -= speed3;
|
||||
else if (dir3)
|
||||
{
|
||||
dir3 = !dir3;
|
||||
rotation.y = (float)min;
|
||||
}
|
||||
}
|
||||
transformation.x = r4.update();
|
||||
transformation.y = r5.update();
|
||||
transformation.z = r6.update();
|
||||
|
||||
if (y)
|
||||
{
|
||||
if (!dir && rotation.z < max)
|
||||
rotation.z += speed;
|
||||
else if (!dir)
|
||||
{
|
||||
dir = !dir;
|
||||
rotation.z = (float)max;
|
||||
}
|
||||
else if (dir && rotation.z > min)
|
||||
rotation.z -= speed;
|
||||
else if (dir)
|
||||
{
|
||||
dir = !dir;
|
||||
rotation.z = (float)min;
|
||||
}
|
||||
}
|
||||
transformation2.x = r7.update();
|
||||
transformation2.y = r8.update();
|
||||
transformation2.z = r9.update();
|
||||
|
||||
body.transform.eulerAngles = new Vector3(rotation.x*-1, rotation.y*-1, rotation.z*-1);
|
||||
body.transform.position = transformation;
|
||||
body2.transform.localPosition = transformation2;
|
||||
|
||||
for (int index = 0; index < rotation2.Count; ++index)
|
||||
{
|
||||
rotation2[index].GetComponent<Leg>().rotation = rotation;
|
||||
rotation2[index].GetComponent<Leg>().transformation = transformation;
|
||||
rotation2[index].GetComponent<Leg>().transformation2 = transformation2;
|
||||
rotation2[index].GetComponent<Leg>().FixedUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user