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Rotator.cs
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using UnityEngine;
public class Rotator : MonoBehaviour
{
public float StartPos;
public float EndPos = 360f;
public float Duration = 1f;
private float starttime;
public bool EaseType;
public void Reverse()
{
float startPos = StartPos;
StartPos = EndPos;
StartPos = startPos;
}
public void Restart()
{
starttime = Time.time;
}
private void Start()
{
starttime = Time.time;
}
private void Update()
{
if (Time.time - starttime <= Duration)
{
float num = 0f;
num = (EaseType ? ((float)Quad.EaseOut((double)(Time.time - starttime), 0.0, 1.0, (double)Duration) * (EndPos - StartPos) + StartPos) : ((float)Quad.EaseInOut((double)(Time.time - starttime), 0.0, 1.0, (double)Duration) * (EndPos - StartPos) + StartPos));
base.transform.localEulerAngles = new Vector3(0f, 0f, num);
}
else
{
base.transform.localEulerAngles = new Vector3(0f, 0f, EndPos);
}
}
}