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Question by lolesch · Nov 11, 2018 at 12:18 AM · rotationui

[solved ]UI rotation via button click

Hey, I try to rotate an Image when I click on a button each time 6°. I tried this:

 transform.rotation = Quaternion.Angle(6 * Time.deltaTime, Vector3.forward);

but it caused wierd spinning issues were it was slow in the beginnung but got faster with each click (even with Time.deltaTime?!)

 using UnityEngine;
 using UnityEngine.UI;
 
 public class Rotator : MonoBehaviour
 {
     public Button Clockwise, CClockwise;
     public Toggle Wheel;
 
     public Vector3 startRot;
     public Vector3 endRot;
 
     public void RotPositive()         // do I need to remove the Listener?
     {
         Clockwise.onClick.AddListener(PosWheel);
     }
     public void RotNegative()
     {
         CClockwise.onClick.AddListener(NegWheel);
     }
 
     public void PosWheel()
     {
         if (Wheel.isOn)
         {
             endRot = new Vector3 (startRot.x, startRot.y, startRot.z + 6);
             transform.rotation = Quaternion.FromToRotation(startRot, endRot);
             startRot = transform.rotation.eulerAngles;
         }
     }
     public void NegWheel()
     {
         if (Wheel.isOn)
         {
             transform.rotation = Quaternion.AngleAxis(-6, startRot);
             startRot = transform.rotation.eulerAngles;
         }
     }
 

now the rotation is aplied once no matter what method is called and further button clicks have no impact at all.. please help :P

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Answer by lolesch · Nov 11, 2018 at 01:06 PM

I finally found it myself!

 using UnityEngine;
 using UnityEngine.UI;
 
 public class Rotate : MonoBehaviour
 {
     public Button Clockwise, CClockwise;
     public Toggle Wheel;
     
     public int degree = 5;
     private int sum;
 
     public void Update()
     {
         if (Mathf.Abs(sum) >= 360)
         {
             sum = 0;
         }
     }
     public void RotPositive()
     {
         if (Wheel.isOn)
         {
             sum -= degree;
             transform.rotation = Quaternion.AngleAxis(sum, Vector3.forward);
         }
     }
     public void RotNegative()
     {
         if (Wheel.isOn)
         {
             sum += degree;
             transform.rotation = Quaternion.AngleAxis(sum, Vector3.forward);
         }
     }
 }
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