2021-07-22 16:23:11 +02:00
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class RotateAroundSelfAxis : MonoBehaviour
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{
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public bool right_rotation = true;
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public bool flipping = false;
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[Range(0, (float)Math.PI * 2)] [SerializeField] public float flip_angle = 0;
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[Range(0, 60)] [SerializeField] public float speed = 1;
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Quaternion rotation;
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// Start is called before the first frame update
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void Start()
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{
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rotation = transform.rotation;
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}
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// Update is called once per frame
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void Update()
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{
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2021-07-22 16:52:00 +02:00
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2021-07-22 16:23:11 +02:00
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if(right_rotation) {
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2021-07-22 16:52:00 +02:00
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transform.localRotation *= Quaternion.AngleAxis(speed * Time.deltaTime, new Vector3(0f, 0f, -1f));
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2021-07-22 16:23:11 +02:00
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} else {
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2021-07-22 16:52:00 +02:00
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transform.localRotation *= Quaternion.AngleAxis(speed * Time.deltaTime, new Vector3(0f, 0f, 1f));
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2021-07-22 16:23:11 +02:00
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}
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2021-07-22 16:52:00 +02:00
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Debug.Log(rotation[2]);
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2021-07-22 16:23:11 +02:00
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}
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}
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