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Feb 19th, 2019
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  1. private void pRotateAndPosition()
  2. {
  3. _TimeElapsed += (Time.deltaTime / TimeInSecondsInWhichWeWantToGetToFinalRotationAndPosition);
  4.  
  5. if (_TimeElapsed >= TimeInSecondsInWhichWeWantToGetToFinalRotationAndPosition)
  6. {
  7. _StopCallingThisVoid = true;//don't call this anymore
  8.  
  9. //set the final position and rotation in case we're not completely there yet
  10. _camera.transform.localRotation = Quaternion.Euler(goalRotation);
  11. _camera.transform.localPosition = goalPosition;
  12. return;
  13. }
  14.  
  15. float fTime = _TimeElapsed;//absolutely not sure about this one
  16.  
  17. _camera.transform.localRotation = Quaternion.Lerp(_camera.transform.localRotation, Quaternion.Euler(goalRotation), fTime);
  18. _camera.transform.localPosition = Vector3.Lerp(_camera.transform.localPosition, goalPosition, fTime);
  19. }
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