Files
2025-01-25 04:38:09 +08:00

75 lines
2.0 KiB
C#

//----------------------------------------------
// NGUI: Next-Gen UI kit
// Copyright © 2011-2015 Tasharen Entertainment
//----------------------------------------------
using UnityEngine;
/// <summary>
/// Tween the object's rotation.
/// </summary>
[AddComponentMenu("NGUI/Tween/Tween Rotation")]
public class TweenRotation : UITweener
{
public Vector3 from;
public Vector3 to;
public bool quaternionLerp = false;
Transform mTrans;
public Transform cachedTransform { get { if (mTrans == null) mTrans = transform; return mTrans; } }
[System.Obsolete("Use 'value' instead")]
public Quaternion rotation { get { return this.value; } set { this.value = value; } }
/// <summary>
/// Tween's current value.
/// </summary>
public Quaternion value { get { return cachedTransform.localRotation; } set { cachedTransform.localRotation = value; } }
/// <summary>
/// Tween the value.
/// </summary>
protected override void OnUpdate (float factor, bool isFinished)
{
value = quaternionLerp ? Quaternion.Slerp(Quaternion.Euler(from), Quaternion.Euler(to), factor) :
Quaternion.Euler(new Vector3(
Mathf.Lerp(from.x, to.x, factor),
Mathf.Lerp(from.y, to.y, factor),
Mathf.Lerp(from.z, to.z, factor)));
}
/// <summary>
/// Start the tweening operation.
/// </summary>
static public TweenRotation Begin (GameObject go, float duration, Quaternion rot)
{
TweenRotation comp = UITweener.Begin<TweenRotation>(go, duration);
comp.from = comp.value.eulerAngles;
comp.to = rot.eulerAngles;
if (duration <= 0f)
{
comp.Sample(1f, true);
comp.enabled = false;
}
return comp;
}
[ContextMenu("Set 'From' to current value")]
public override void SetStartToCurrentValue () { from = value.eulerAngles; }
[ContextMenu("Set 'To' to current value")]
public override void SetEndToCurrentValue () { to = value.eulerAngles; }
[ContextMenu("Assume value of 'From'")]
void SetCurrentValueToStart () { value = Quaternion.Euler(from); }
[ContextMenu("Assume value of 'To'")]
void SetCurrentValueToEnd () { value = Quaternion.Euler(to); }
}