81 lines
2.2 KiB
C#
81 lines
2.2 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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public class SpinningCube : MonoBehaviour
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{
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//Playerdata -- Needs saved
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public float currentSpeed = 20f;
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public float currentIncrement = 20f;
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public float rotationPerSec = 0.0f;
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public string RotationDirection = "Up";
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public Vector3 m_RotationDirection = Vector3.up;
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public Vector3 rotationOrigin;
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public Vector3 stopRotation = Vector3.zero;
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public Vector3 tempRotation;
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public float angle2 = 0;
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public float angledif, angle1;
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public float angleSum = 0;
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[SerializeField]
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public float secPerRotation = 0.0f;
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[SerializeField]
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public float lastRPS = 0.0f;
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[SerializeField]
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public float secondsPassed = 0.0f;
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[SerializeField]
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public int rotations;
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public void Start()
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{
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/*
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if(GameObject.Find("Rotation Panel").activeSelf)
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{
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GameObject.Find("Rotation Direction Button").GetComponent<Button>().onClick.AddListener(() => { ToggleRotationDirection(); });
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}
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*/
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}
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void FixedUpdate()
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{
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//Set angle1 = eulerAngle of axis being rotated prior to applying rotation
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angle1 = this.gameObject.transform.rotation.eulerAngles.y;
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transform.Rotate(m_RotationDirection * Time.deltaTime * currentSpeed);
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//angle2 = eulerAngle of axis after rotation applied
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angle2 = this.gameObject.transform.rotation.eulerAngles.y;
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//Difference between angle2 and angle1, how much the object rotated between frames
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angledif = angle2 - angle1;
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secondsPassed += 0.02f;
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//rotations += (int)(m_Speed / 360);
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//if object is rotating, and angle difference is less than 0
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//If object has rotated 20 degrees (currentSpeed = 20), when angle1 = 350, && angle2 = 10
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//angle2(10)-angle1(350) = -340
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//Object has rotated past 360
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if ((currentSpeed > 0) && (angledif < 0))
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{
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++rotations;
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GameObject.FindGameObjectWithTag("ExpGained").GetComponent<ExperienceBar>().ExpMore();
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lastRPS = 1 / secondsPassed;
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if(rotationPerSec != lastRPS)
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{
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rotationPerSec = lastRPS;
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secPerRotation = secondsPassed;
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Debug.Log("Rotations Per Second: " + rotationPerSec);
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}
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secondsPassed = 0.0f;
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}
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}
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}
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