The guns is rotating 360 degrees and not between -40 and 0
This screenshot is the default before running the game the rotation on x is 0 :
and this screenshot is after I changed the guns x rotation value to -40
I want the guns to rotate up down between 0 and -40 but when I'm running the game the guns rotating 360 degrees.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MissleLauncherRotation : MonoBehaviour
{
public Transform body;
public Transform guns;
public Vector3 spinAxisBody;
public Vector3 spinAxisGuns;
public float timeToSpin = 5f;
public float spinSpeed = 20f;
public bool randomSpin = false;
private void Start()
{
StartCoroutine("Spin");
}
private void Update()
{
}
IEnumerator Spin()
{
float spinTimer;
while (true)
{
if (randomSpin == true)
{
spinAxisBody = new Vector3(0,Random.Range(-180, 180),0);
spinAxisGuns = new Vector3(Random.Range(-40, 0), 0, 0);
}
spinTimer = timeToSpin;
while (spinTimer > 0f)
{
body.transform.Rotate(spinAxisBody, Time.deltaTime * spinSpeed);
guns.Rotate(spinAxisGuns, Time.deltaTime * spinSpeed);
spinTimer -= Time.deltaTime;
yield return null;
}
}
}
}
I tried this :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MissleLauncherRotation : MonoBehaviour
{
public Transform body;
public Transform guns;
public Vector3 spinAxisBody;
public Vector3 spinAxisGuns;
public float timeToSpin = 5f;
public float spinSpeed = 20f;
public bool randomSpin = false;
Quaternion rot;
private void Start()
{
rot = guns.rotation;
}
private void Update()
{
guns.Rotate(guns.up, (spinSpeed * Time.deltaTime));
var rot = guns.rotation.eulerAngles;
rot = new Vector3
(
guns.eulerAngles.x,
Mathf.Clamp(rot.x, -40, 0),
guns.eulerAngles.z
);
guns.rotation = Quaternion.Euler(rot);
}
}
The only thing is working now is the clamping but the clamping is not only on the x and I want to use coroutine or somehow to make that it will rotate ever x seconds.
I did it this way to test the clamping if it's working at all now how do I use it with my first code ?
This script is attached to empty gameobject :
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class DronesManager : MonoBehaviour
{
public Transform dronesUnchild;
private List<GameObject> drones = new List<GameObject>();
private static System.Random rnd = new System.Random();
// Start is called before the first frame update
void Start()
{
StartCoroutine(MoveDrone());
}
// Update is called once per frame
void Update()
{
}
private IEnumerator MoveDrone()
{
// same as you did:
var drones = GameObject.FindGameObjectsWithTag("Drone").ToList();
while (drones.Count > 0)
{
// pick one at random, get it
int index = Random.Range(0, drones.Count);
var drone = drones[index];
// remove it from list
drones.RemoveAt(index);
// TODO: might want to check/guard if drone == null ... this guards against it
// being Destroy()ed and yet still lying around in our list marked as "dead"
// simplified your get-component-and-go-if-not-already-going code here
var droneControl = drone.GetComponent<DroneControl>();
if (droneControl.go == false)
{
droneControl.movingSpeed = 5f;
droneControl.go = true;
drone.transform.parent = dronesUnchild;
}
// wait
yield return new WaitForSeconds(0.3f);
}
}
}
And this script is attached to each drone object :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DroneControl : MonoBehaviour
{
public float movingSpeed;
public bool go = false;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if(go)
{
transform.position -= transform.forward * movingSpeed * Time.deltaTime;
}
}
}
Maybe one of this scripts making the problem that it's freezing when trying to change values of variables in the script MissleLauncherRotation ?
CodePudding user response:
As already mentioned Rotate
adds a rotation to the current one.
I would rather precalculate the target rotation and use e.g.
public Transform body;
public Transform guns;
public Vector3 spinAxisBody;
public Vector3 spinAxisGuns;
public float timeToSpin = 5f;
public bool randomSpin = false;
// Yes, if you make Start return IEnumerator it is automatically run as a
// Coroutine by Unity without the need for extra code
IEnumerator Start()
{
while (true)
{
// This is the more convenient way of checking for a bool == true
if (randomSpin)
{
spinAxisBody = new Vector3(0,Random.Range(-180, 180),0);
spinAxisGuns = new Vector3(Random.Range(-40, 0), 0, 0);
}
else
{
// whatever you want to happen otherwise
}
// Pre cache/calculate the start and end rotations
// Rotate per default uses the LOCAL space so we will do the same and use localRotation
// But instead of adding to the existing rotation we will use it as a complete new rotation
var startBodyRotation = body.localRotation;
var targetBodyRotation = Quaternion.Euler(spinAxisBody);
var startGunsRotation = guns.localRotation;
var targetGunsRotation = Quaternion.Euler(spinAxisGuns);
// Basically same as the while loop but I prefer to use a for loop so I can't forget to increase the timer
// In my opinion this is simply better readable
for(var spinTimer = 0f; spinTimer < timeToSpin; spinTimer = Time.deltaTime)
{
// Factor linear moving from 0 to 1 within timeToSpin seconds
var factor = spinTimer / timeToSpin;
// optional add ease-in and -out
//factor = Mathf.SmoothStep(0, 1, factor);
// Interpolate linear (or with ease-in and -out) between the pre cached start and end rotations
body.transform.localRotation = Quaternion.Lerp(startBodyRotation, targetBodyRotation, factor);
guns.localRotation = Quaternion.Lerp(startGunsRotation, targetGunsRotation, factor);
yield return null;
}
// Just to be sure to end up with clean values
body.transform.localRotation = targetBodyRotation;
guns.localRotation = targetGunsRotation;
yield return null;
}
}