An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
using UnityEngine.Serialization;
using System.Collections;
namespace Fungus
{
/// <summary>
/// Rotates a game object to the specified angles over time.
/// </summary>
[CommandInfo("iTween",
"Rotate To",
"Rotates a game object to the specified angles over time.")]
[AddComponentMenu("")]
[ExecuteInEditMode]
public class RotateTo : iTweenCommand
{
[Tooltip("Target transform that the GameObject will rotate to")]
[SerializeField] protected TransformData _toTransform;
[Tooltip("Target rotation that the GameObject will rotate to, if no To Transform is set")]
[SerializeField] protected Vector3Data _toRotation;
[Tooltip("Whether to animate in world space or relative to the parent. False by default.")]
[SerializeField] protected bool isLocal;
#region Public members
public override void DoTween()
{
Hashtable tweenParams = new Hashtable();
tweenParams.Add("name", _tweenName.Value);
if (_toTransform.Value == null)
{
tweenParams.Add("rotation", _toRotation.Value);
}
else
{
tweenParams.Add("rotation", _toTransform.Value);
}
tweenParams.Add("time", _duration.Value);
tweenParams.Add("easetype", easeType);
tweenParams.Add("looptype", loopType);
tweenParams.Add("isLocal", isLocal);
tweenParams.Add("oncomplete", "OniTweenComplete");
tweenParams.Add("oncompletetarget", gameObject);
tweenParams.Add("oncompleteparams", this);
iTween.RotateTo(_targetObject.Value, tweenParams);
}
#endregion
#region Backwards compatibility
[HideInInspector] [FormerlySerializedAs("toTransform")] public Transform toTransformOLD;
[HideInInspector] [FormerlySerializedAs("toRotation")] public Vector3 toRotationOLD;
protected override void OnEnable()
{
base.OnEnable();
if (toTransformOLD != null)
{
_toTransform.Value = toTransformOLD;
toTransformOLD = null;
}
if (toRotationOLD != default(Vector3))
{
_toRotation.Value = toRotationOLD;
toRotationOLD = default(Vector3);
}
}
#endregion
}
}