using System.Collections; using System.Collections.Generic; using UnityEngine; public class Cover3DHrotate : MonoBehaviour { /* private string animationName = "horLeft"; Animation anim; AnimationClip open;*/ // Start is called before the first frame update public int numpos; [SerializeField] float eulerAngX; [SerializeField] float eulerAngY; [SerializeField] float eulerAngZ; public float angle = 80; void Start() { //anim = GetComponent(); //anim.Play("horLeft"); //AnimationClip open = anim.GetClip("horLeft"); //Debug.Log("загрузил " + open); //.Play("horLeft"); //anim.Play(open.name); //anim.Play("horLeft"); eulerAngX = transform.localEulerAngles.x; eulerAngY = transform.localEulerAngles.y; eulerAngZ = transform.localEulerAngles.z; } void OnMouseDown() { //this.GetComponent().Play(animationName); ////anim.Play(); /*if (!animation.IsPlaying(animationName)) { animation.Play(animationName); } Debug.Log("Cube " + this.name + " clicked!");*/ } public void RotateH(int numpos) { if (eulerAngX != 0 && eulerAngX > 0 && eulerAngX < 360) { if (numpos == 1) this.transform.localRotation = Quaternion.Euler(eulerAngX + angle, eulerAngY, eulerAngZ); //if (numpos == 2) this.transform.localRotation = Quaternion.Euler(eulerAngX, eulerAngY, eulerAngZ); } else if (eulerAngY != 0 && eulerAngY > 0 && eulerAngY < 360) { if (numpos == 1 && this.name != "Cover1_0203_3D" && this.name != "Cover1_0201_3D") this.transform.localRotation = Quaternion.Euler(eulerAngX + angle, eulerAngY, eulerAngZ); //if (numpos == 2) this.transform.localRotation = Quaternion.Euler(eulerAngX, eulerAngY, eulerAngZ); else this.transform.localRotation = Quaternion.Euler(eulerAngX - angle, eulerAngY, eulerAngZ); // Делаем исключение для вращаемых крышек 0203 и 0201, которые в другую сторону поворачиваем } else if (eulerAngZ != 0 && eulerAngZ > 0 && eulerAngZ < 360) { if (numpos == 1) this.transform.localRotation = Quaternion.Euler(eulerAngX + angle, eulerAngY, eulerAngZ); } if (numpos == 2) this.transform.localRotation = Quaternion.Euler(eulerAngX, eulerAngY, eulerAngZ); } }