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Question by DNP · Aug 05, 2012 at 06:37 AM · rotation

Script Problem

I made an updated version of the script that was on my old post. Now all it makes the flashlight do is rotate in a circle around the x axis. the flashlight is supposed to go from (0, 0, 0) to (31, 0, 0) when sprinting, and back to (0, 0, 0) when not sprinting. Please tell me what i did wrong... again...

 var rotationX = 0.0;
 var sprintActive : boolean = false;
 var breathingObj : GameObject;
 var lightObject : Light;
 var stopMovement : boolean = false;
 
 function Update () {
 
 rotationX = lightObject.transform.rotation.x;
 
  if(sprintActive == true && stopMovement == false){
 
  lightObject.transform.Rotate(Time.deltaTime * 120, 0, 0);
  
  }
  
  else if(sprintActive == false && stopMovement == false){
 
  lightObject.transform.Rotate(Time.deltaTime * -120, 0, 0);
  
  }
  
  if(rotationX > 31 && sprintActive == true){
  
  stopMovement = true;
  
  }
  
  if(rotationX < 0 && sprintActive == false){
  
  stopMovement = true;
  
  }
 }
 
 function Start(){
 
 stopMovement = true;
 
  while(true){
 
  yield WaitForSeconds(0.1);
 
  if(breathingObj.GetComponent(SprintScript).isSprinting == true){
 
  sprintActive = true;
  
  stopMovement = false;
 
  }
 
  else if(breathingObj.GetComponent(SprintScript).isSprinting == false){
 
  sprintActive = false;
  
  stopMovement = false;
  
  }
  }
 }
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Answer by ScroodgeM · Aug 05, 2012 at 11:11 AM

rotationX = lightObject.transform.rotation.x;

this line is totally incorrect if you don't understand Quaternion's internal mechanism.

instead of all these check you can do simple thing (handwrited C#-like code)

Quaternion targetRotation = Quaternion.Euler(sprintActive ? 31f : 0f, 0f, 0f);

this will make a rotation that your object should rotate to, rotation is already based on sprintActive value.

transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, 10f * Time.deltaTime)

and this will rotate your object to target rotation at maximum speed 10 deg/sec.

so, finally your Update() method will looks like:

void Update()
{
    Quaternion targetRotation = Quaternion.Euler(sprintActive ? 31f : 0f, 0f, 0f);
    lightObject.transform.rotation = Quaternion.RotateTowards(lightObject.transform.rotation, targetRotation, 10f * Time.deltaTime)
}

and 'stopMovement' is no need actually now cause object will not rotate more then needed. unless you want to stop rotating immediately before gaining target rotation...

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avatar image DNP · Aug 06, 2012 at 04:49 AM 0
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What does the "?" do?

avatar image DNP · Aug 06, 2012 at 04:51 AM 0
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Also, What would the javascript version of:

void Update() { Quaternion targetRotation = Quaternion.Euler(sprintActive ? 31f : 0f, 0f, 0f); lightObject.transform.rotation = Quaternion.RotateTowards(lightObject.transform.rotation, targetRotation, 10f * Time.deltaTime) }

be?

avatar image DNP · Aug 06, 2012 at 04:52 AM 0
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Im really confused about this please explain a bit about how this works if you wouldnt $$anonymous$$d

avatar image ScroodgeM · Aug 06, 2012 at 07:41 AM 0
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'?' is a condition symbol.

if (a > 0)
{
    b = 1;
}
else
{
    b = 0;
}

can be writed as

b = a > 0 ? 1 : 0;

about JS: i don't write in JS. it's not a lot difference between C# and JS in unity.

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