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Oct 22nd, 2017
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  1. private IEnumerator ScanRotateRange(float range)
  2. {
  3. var rotationSpeed = 100f;
  4. var initialRotation = transform.rotation;
  5. var rightRotation = transform.rotation*Quaternion.AngleAxis(range/2, Vector3.up);
  6. var leftRotation = transform.rotation*Quaternion.AngleAxis(-range/2, Vector3.up);
  7.  
  8. while (transform.rotation != rightRotation)
  9. {
  10. transform.rotation = Quaternion.RotateTowards(transform.rotation, rightRotation,
  11. rotationSpeed * Time.deltaTime);
  12. yield return null;
  13. }
  14. while (transform.rotation != leftRotation)
  15. {
  16. transform.rotation = Quaternion.RotateTowards(transform.rotation, leftRotation,
  17. rotationSpeed * Time.deltaTime);
  18. yield return null;
  19. }
  20. while (transform.rotation != initialRotation)
  21. {
  22. transform.rotation = Quaternion.RotateTowards(transform.rotation, initialRotation,
  23. rotationSpeed * Time.deltaTime);
  24. yield return null;
  25. }
  26. }
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