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