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Question by Drksteel · Oct 25, 2015 at 05:20 AM · rotationquaternioncoroutines

Need help on making a semi-circle rotation

I need help on stopping a rotation when it makes a 180 when i activate a coroutine for the first time, then whenever i activate the coroutine again, to go another 180 and not to glitch back to the original 180. I scoured this code for an hour trying different things, and i can't find whats wrong with it and quite frankly, I'm stumped. This is what i have come up with.

    void Start()
     {
         RotationDegree = 0;
         Rotating = false;
         Rot = false;
         Rotatingto = 0;
         RotationDegreeAdded = 180;
     }
 
     void OnCollisionEnter(Collision C)
     {
         RotationDegree = RotationDegree + RotationDegreeAdded;
         Rotatingto = RotationDegree;
         Rotating = true;
         StartCoroutine (MyMethod ());
         //Debug.Log ("Rotation Begun");
     }
 
     void Update()
     {
         if (Rotating) {
             Vector3 RotationVector= new Vector3 (0.0f, 0.0f, RotationDegree);
             Background.transform.Rotate (RotationVector * (Time.deltaTime));
             Goals.transform.Rotate (RotationVector * (Time.deltaTime));
         }
         Debug.Log (RotationDegreeAdded);
         Debug.Log (RotationDegree);
     }
 
     IEnumerator MyMethod(){
         yield return new WaitForSeconds (1);
         //Debug.Log ("Rotation Over");
         Background.transform.rotation = Quaternion.Euler (0.0f, 0.0f, Rotatingto);
         Goals.transform.rotation = Quaternion.Euler (0.0f, 0.0f, Rotatingto);
         if (RotationDegree == 180) {
             RotationDegree = 0;
             RotationDegreeAdded = 360;
         }
         if (RotationDegree == 360) {
             RotationDegree = 0;
             RotationDegreeAdded = 180;
         }
     }
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avatar image TheLazyTurtle9 · Oct 25, 2015 at 06:00 AM 0
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You're setting RotationDegree back to 0 if it equals 180?

avatar image Drksteel TheLazyTurtle9 · Oct 25, 2015 at 05:37 PM 0
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Thats just so it stops rotation after a second. I want it to rotate another 180 from that when i do the thing again.

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Answer by KillHour · Oct 26, 2015 at 09:54 AM

This is a generalized function that can handle any rotation you want over any amount of time.

 IEnumerator RotateObj (GameObject spinner, float timeToRotate, Vector3 direction) {
         float t = 0;
         while (t < timeToRotate) {
             spinner.transform.Rotate(direction * (Time.fixedDeltaTime / timeToRotate));
             t += Time.fixedDeltaTime;
             yield return new WaitForFixedUpdate ();
         }
         yield break;
     }

"spinner" is the object you want to rotate, "timeToRotate" is how long you want the rotation to take, and "direction" is the amount of rotation in degrees for each axis.

For example:

 RotateObj(myObject, 1.0f, new Vector3 (0, 180, 0));

This will rotate the object "myObject" by +180 degrees on the (local) y axis over a period of 1 second. If you call it a second time, it will rotate the object another 180 degrees from the position it ended up at.

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avatar image Drksteel · Oct 26, 2015 at 10:52 PM 0
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Thank you, this is exactly what i needed.

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