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Question by WhaleLuke · Jun 02, 2020 at 03:02 PM · gamequaternionmovement scriptgames

How to finish a Quaternion.Euler rotation when you let go of the input?

I am trying to make my character flip like in Paper Mario. When I let go of the input key, the lerping stops, so basically my question is how to "finish" lerping when a key is let go of. This is my flipping/moving code.

void Start() { playerRb = this.GetComponent(); playerTr = this.GetComponent(); }

 void FixedUpdate()
 {
     playerRb.velocity = new Vector2(Mathf.Lerp(0, Input.GetAxis("Horizontal") * moveSpeed, 0.4f), Mathf.Lerp(0, Input.GetAxis("Vertical") * moveSpeed, 0.4f));

     if (Input.GetKey(KeyCode.D) && playerTr.rotation.y != 0)
     {
         PlayerRotator(0);
     }

     if (Input.GetKey(KeyCode.A) && playerTr.rotation.y != 180)
     {
         PlayerRotator(180);
     }        
 }

 void PlayerRotator(int angle)
 {
     playerTr.rotation = Quaternion.Lerp(playerTr.rotation, Quaternion.Euler(transform.rotation.x, angle, transform.rotation.z), rotSpeed);
 }
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Answer by SteenPetersen · Jun 02, 2020 at 03:02 PM

Your first option would be to do something like this:

 [Header("Speed of the character")]
 [SerializeField] private float moveSpeed;
 [Header("Time taken to complete a full rotation")]
 [SerializeField] private float lerpTime;
 
 private bool isFlippingSprite;
 private float currentLerpTime;
 private int angle;
 private Rigidbody2D playerRb;
 
 void Start()
 {
     playerRb = GetComponent<Rigidbody2D>();
 }
 
 private void Update()
 {
     if (isFlippingSprite)
     {
         //increment timer once per frame
         currentLerpTime += Time.deltaTime;
         if (currentLerpTime > lerpTime)
         {
             currentLerpTime = lerpTime;
         }
 
         //lerp!
         float perc = currentLerpTime / lerpTime;
         transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.Euler(transform.rotation.x, angle, transform.rotation.z), perc);
 
         // lerp complete
         if (perc >= 1)
             isFlippingSprite = false;
     }
 }
 
 void FixedUpdate()
 {
     playerRb.velocity = new Vector2(Mathf.Lerp(0, Input.GetAxis("Horizontal") * moveSpeed, 0.4f), Mathf.Lerp(0, Input.GetAxis("Vertical") * mo
 
     ¨// we are already flipping so disregard this
     // call until we are done flipping
     if (isFlippingSprite)
         return;
 
     if (Input.GetKey(KeyCode.D))
     {
         PlayerRotator(0);
     }
     if (Input.GetKey(KeyCode.A))
     {
         PlayerRotator(180);
     }
 }
 
 void PlayerRotator(int a)
 {
     angle = a;
     isFlippingSprite = true;
     currentLerpTime = 0;
 }


The problem here is that you cannot flip while already flipping, to solve that we could do something like this:

 [Header("Speed of the character")]
 [SerializeField] private float moveSpeed = 10;
 [Header("Time taken to complete a full rotation")]
 [SerializeField] private float lerpTime = 0.5f;
 
 private bool isFlippingSprite;
 private float currentLerpTime;
 private int angle;
 private Rigidbody2D playerRb;
 
 void Start()
 {
     playerRb = GetComponent<Rigidbody2D>();
 }
 
 private void Update()
 {
     if (isFlippingSprite)
     {
         //increment timer once per frame
         currentLerpTime += Time.deltaTime;
         if (currentLerpTime > lerpTime)
         {
             currentLerpTime = lerpTime;
         }
 
         //lerp!
         float perc = currentLerpTime / lerpTime;
         transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.Euler(transform.rotation.x, angle, transform.rotation.z), perc);
 
         // lerp complete
         if (perc >= 1)
             isFlippingSprite = false;
     }
 }
 
 void FixedUpdate()
 {
     playerRb.velocity = new Vector2(Mathf.Lerp(0, Input.GetAxis("Horizontal") * moveSpeed, 0.4f), Mathf.Lerp(0, Input.GetAxis("Vertical") * mo
 
     if (Input.GetKey(KeyCode.D))
     {
         PlayerRotator(0);
     }
     if (Input.GetKey(KeyCode.A))
     {
         PlayerRotator(180);
     }
 }
 
 void PlayerRotator(int a)
 {
     if (!isFlippingSprite || currentLerpTime > (lerpTime / 2))
     { 
         angle = a;
         isFlippingSprite = true;
         currentLerpTime = 0;
     }
 }


That way we can interrupt the lerp if we are at least halfway through, you can adjust to your liking what to divide by.

result:

alt text


ezgifcom-video-to-gif.gif (445.1 kB)
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