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Question by RichCoggin · Oct 21, 2013 at 10:14 AM · rotateeuleranglesrotating

Reversing rotation back to zero

Hi there,

I have this code which works great. I can rotate my object to 180 and then reset it. What I want to do is have another state which allows me to go from 180 to zero. I had a play with the values, but can't get it to work. Any ideas on how this should work?

Many thanks,

Rich

 var LoadChapterPageCollider : GameObject;
 var speed = 100.0;  // Degrees per second 
 private var myEuler = Vector3(0,0,0);
 private var rotating = false;
 
 var IntroPage : GameObject;
 var ChapterPage : GameObject;
 var BlankPageLeft : GameObject;
 
 function Update () {
  
    if (!rotating  && Input.GetMouseButtonDown (0)) {
        var ray = Camera.main.ScreenPointToRay (Input.mousePosition);
        var hit:RaycastHit;
  
        if (Physics.Raycast (ray, hit, 20) && (hit.collider.name == "loadChapterPageCollider")) {
          rotating = true;
        }
     }
  
     if (rotating) {
        myEuler.y = Mathf.MoveTowardsAngle(myEuler.y, 180, Time.deltaTime * speed);
        ChangeIntro1();
        if (myEuler.y >= 180) {
          myEuler.y = 0;
          rotating = false;
          Debug.Log("Test");
        }
  
        transform.eulerAngles = myEuler;
     }
 }
     
 ///Hide and show Pages        
 function ChangeIntro1(){
 
         //ChapterPage.SetActive (true);
         //IntroPage.SetActive (false);
         }
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avatar image meat5000 ♦ · Oct 21, 2013 at 10:23 AM 0
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Could you define your logic? Get to 180 then go back or start from 180 even if it were at 0? Write it down in steps on paper first.

avatar image RichCoggin · Oct 21, 2013 at 10:28 AM 0
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I want to start from 180 and then go back to zero. The object is set at 180 from the start. Sorry that wasn't clear.

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