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Question by FallingRocketGames · Oct 18, 2018 at 01:54 AM · c#rotationquaternionrotateeulerangles

Rotating a model with increments

Hi there, I have an hexagon and I want to press a key and rotate it Smoothly by 60 degrees over the Z axis in order to have one of its faces aligned with the horizon, press the key again and rotate another 60 degrees, and so on by 60 degrees to the left/right.

I'm trying a few things but I can't get it to work properly I can make it work perhaps once or twice but it's kind of unstable, can anyone tell me please the best way to do this?

Here is the code I'm using but can't say if it is much of a help.

  void Update()
 {
     if (Input.GetKey(KeyCode.LeftArrow))
     {
         left = true;
     }

     if (left)
     {
         StartCoroutine(TurnLeft());
     }

     if (Input.GetKey(KeyCode.RightArrow))
     {
         right = true;
     }

     if (right)
     {
         StartCoroutine(TurnRight());
     }
 }   

 public IEnumerator TurnRight()
 {
     rotation = 60;
     Quaternion to = Quaternion.Euler(0, 0, rotation);
     transform.rotation = Quaternion.Lerp(transform.rotation, to, Time.deltaTime * 3f);
     yield return new WaitForSeconds(2f);
     transform.rotation = to;
     right = false;
     yield return null;
 }

 public IEnumerator TurnLeft()
 {
     Vector3 eulerAngles = transform.eulerAngles;
     if (eulerAngles.z >= 0 && eulerAngles.z <= 60)
     {
         rotation = 60;
         transform.eulerAngles = eulerAngles;
     }
     else if (eulerAngles.z >= 60 && eulerAngles.z <= 120)
     {
         rotation = 120;
         transform.eulerAngles = eulerAngles;
     }

     Quaternion to = Quaternion.Euler(0, 0, rotation);
     transform.rotation = Quaternion.Lerp(transform.rotation, to, Time.deltaTime * 3f);
     yield return new WaitForSeconds(2f);
     transform.rotation = to;
     left = false;
     yield return null;
 }


 private static float WrapAngle(float angle)
 {
     angle %= 360;
     if (angle > 180)
         return angle - 360;

     return angle;
 }

 private static float UnwrapAngle(float angle)
 {
     if (angle >= 0)
         return angle;

     angle = -angle % 360;

     return 360 - angle;        
 }
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Answer by Nazirzadeh · Oct 18, 2018 at 04:01 AM

By pressing left/right arrow always your left/right variables become true. that means it is possible to call the StartCoroutine(TurnRight()); or StartCoroutine(TurnLeft()); many times before you actually set the variables to false.

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avatar image FallingRocketGames · Oct 18, 2018 at 04:25 AM 0
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Yes but the problem is that if I don't turn it to false, the object keeps rotating and if I set up the rotation value to 60 it just turns 60 but I can't make it go to 120°-180°... :( I want it to go 60 degrees smoothly and stop, press again and go to 120° and son on...

avatar image Nazirzadeh FallingRocketGames · Oct 18, 2018 at 04:42 AM 0
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I mean you should turn it to false before StartCoroutine and turn it to true after StartCoroutine execution. Also, you may need to make the arrows input disable until coroutine finishes its job. Is it clear?

avatar image Nazirzadeh Nazirzadeh · Oct 18, 2018 at 04:50 AM 0
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something like this:

   if(Input.Get$$anonymous$$ey($$anonymous$$eycode.LeftArrow) && readInput==true)
     {
     readInput=false;
     StartCoroutine(TurnLeft());
     }
     
     // And inside TurnLeftCoroutine
     public IEnumerator TurnLeft()
     {
       //your code
     readInput=true;
     }
 

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