mirror of
https://gitea.msk.dinamika-avia.ru/Constanta-Design/MI-38.git
synced 2026-01-24 00:05:39 +03:00
74 lines
2.6 KiB
C#
74 lines
2.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Cover3DHrotate : MonoBehaviour
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{
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/* private string animationName = "horLeft";
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Animation anim;
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AnimationClip open;*/
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// Start is called before the first frame update
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public int numpos;
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[SerializeField]
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float eulerAngX;
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[SerializeField]
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float eulerAngY;
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[SerializeField]
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float eulerAngZ;
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public float angle = 80;
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void Start()
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{
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//anim = GetComponent<Animation>();
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//anim.Play("horLeft");
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//AnimationClip open = anim.GetClip("horLeft");
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//Debug.Log("загрузил " + open);
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//.Play("horLeft");
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//anim.Play(open.name);
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//anim.Play("horLeft");
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eulerAngX = transform.localEulerAngles.x;
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eulerAngY = transform.localEulerAngles.y;
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eulerAngZ = transform.localEulerAngles.z;
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}
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void OnMouseDown()
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{
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//this.GetComponent<Animation>().Play(animationName);
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////anim.Play();
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/*if (!animation.IsPlaying(animationName))
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{
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animation.Play(animationName);
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}
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Debug.Log("Cube " + this.name + " clicked!");*/
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}
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public void RotateH(int numpos)
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{
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if (eulerAngX != 0 && eulerAngX > 0 && eulerAngX < 360)
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{
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if (numpos == 1) this.transform.localRotation = Quaternion.Euler(eulerAngX + angle, eulerAngY, eulerAngZ);
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//if (numpos == 2) this.transform.localRotation = Quaternion.Euler(eulerAngX, eulerAngY, eulerAngZ);
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}
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else if (eulerAngY != 0 && eulerAngY > 0 && eulerAngY < 360)
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{
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if (numpos == 1 && this.name != "Cover1_0203_3D" && this.name != "Cover1_0201_3D")
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this.transform.localRotation = Quaternion.Euler(eulerAngX + angle, eulerAngY, eulerAngZ);
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//if (numpos == 2) this.transform.localRotation = Quaternion.Euler(eulerAngX, eulerAngY, eulerAngZ);
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else
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this.transform.localRotation = Quaternion.Euler(eulerAngX - angle, eulerAngY, eulerAngZ); // Делаем исключение для вращаемых крышек 0203 и 0201, которые в другую сторону поворачиваем
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}
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else if (eulerAngZ != 0 && eulerAngZ > 0 && eulerAngZ < 360)
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{
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if (numpos == 1) this.transform.localRotation = Quaternion.Euler(eulerAngX + angle, eulerAngY, eulerAngZ);
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}
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if (numpos == 2) this.transform.localRotation = Quaternion.Euler(eulerAngX, eulerAngY, eulerAngZ);
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}
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} |