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TweenRotation.cs
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using System;
using UnityEngine;
[AddComponentMenu("NGUI/Tween/Tween Rotation")]
public class TweenRotation : UITweener
{
public Vector3 from;
public Vector3 to;
private Transform mTrans;
public Transform cachedTransform
{
get
{
if (mTrans == null)
{
mTrans = base.transform;
}
return mTrans;
}
}
[Obsolete("Use 'value' instead")]
public Quaternion rotation
{
get
{
return value;
}
set
{
this.value = value;
}
}
public Quaternion value
{
get
{
return cachedTransform.localRotation;
}
set
{
cachedTransform.localRotation = value;
}
}
protected override void OnUpdate(float factor, bool isFinished)
{
value = 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)));
}
public static TweenRotation Begin(GameObject go, float duration, Quaternion rot)
{
TweenRotation tweenRotation = UITweener.Begin<TweenRotation>(go, duration);
tweenRotation.from = tweenRotation.value.eulerAngles;
tweenRotation.to = rot.eulerAngles;
if (duration <= 0f)
{
tweenRotation.Sample(1f, isFinished: true);
tweenRotation.enabled = false;
}
return tweenRotation;
}
[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'")]
private void SetCurrentValueToStart()
{
value = Quaternion.Euler(from);
}
[ContextMenu("Assume value of 'To'")]
private void SetCurrentValueToEnd()
{
value = Quaternion.Euler(to);
}
}