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SlideSmooth.cs
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SlideSmooth.cs
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using System.Collections;
using UnityEngine;
public class SlideSmooth : MonoBehaviour
{
private Camera _mainCamera;
float they, newy, themovingitch;
public float speed;
enum State { InScreen, NotInScreen, Moving };
private State _currentState;
public int differcence;
Quaternion q;
float t1;
public float timeGap;
void Start()
{
_mainCamera = Camera.main;
they = _mainCamera.transform.eulerAngles.y;
_currentState = State.InScreen;
speed = 100;
timeGap = 2.5f;
differcence = 50;
Debug.Log(_currentState);
}
void Update()
{
//Debug.Log(_currentState);
newy = _mainCamera.transform.eulerAngles.y;
switch (_currentState)
{
case State.InScreen:
if (rotationCheck())
{
_currentState = State.NotInScreen;
themovingitch = newy;
q = _mainCamera.transform.rotation;
}
break;
case State.NotInScreen:
_currentState = State.Moving;
t1 = Time.time;
StartCoroutine(rotate());
break;
}
}
private IEnumerator rotate()
{
while(Time.time-t1<timeGap && newy!=transform.eulerAngles.y)
{
var step = speed * Time.deltaTime;
//transform.eulerAngles = new Vector3(0, _mainCamera.transform.eulerAngles.y, 0);
transform.rotation = Quaternion.RotateTowards(transform.rotation, _mainCamera.transform.rotation, step);
transform.eulerAngles = new Vector3(0,transform.eulerAngles.y, 0);
yield return null;
}
they = _mainCamera.transform.eulerAngles.y;
_currentState = State.InScreen;
}
private bool rotationCheck()
{
return (Mathf.Abs(Mathf.Abs(they) - Mathf.Abs(newy)) > differcence);
}
}