using System.Collections; using System.Collections.Generic; using UnityEngine; using SiegeSong; namespace SiegeSong { public class HeadTurn : MonoBehaviour { public Transform HeadBone; public Transform RibcageBone; public Transform LookTarget; public CameraManager CameraManager; public Motor Motor; public Vector3 EulerAngleOrigin = new Vector3(); public float XMin = 0.0f; public float XMax = 0.0f; public float YMin = 0.0f; public float YMax = 0.0f; private float rotationResetDuration = 0.6f; private float rotationResetStartedTimeStamp = 0.6f; void Start() { } void LateUpdate() { //if (Motor.Moving == false) //{ // var direction = new Vector3(1, -1, 1); // if (LookTarget == null) // direction = new Vector3( // (CameraManager.ActiveCamera.transform.rotation.eulerAngles.x + rotationXOffset) * rotationXModifier, // (CameraManager.ActiveCamera.transform.rotation.eulerAngles.y + rotationYOffset) * rotationYModifier, // -CameraManager.ActiveCamera.transform.rotation.eulerAngles.z * rotationZModifier); // else // direction = LookTarget.position - HeadBone.position; // var resetingHeadTurn = true; // if (direction.y - rotationYOffset > rotationYMax) // { // previousY = direction.y; // resetingHeadTurn = false; // } // if (direction.y + rotationYOffset < rotationYMin) // { // previousY = direction.y; // resetingHeadTurn = false; // } // if (resetingHeadTurn) // { // direction.y = previousY; // resetingHeadTurn = false; // } // else // { // HeadBone.eulerAngles = direction; // } // HeadBone.eulerAngles = CameraManager.ActiveCamera.transform.rotation.eulerAngles; //} } } }