Reputation: 298
Recently I'm making a chess game which has animation when the chess move. I used two method, RotateTowards and Translate(). RotateTowards() only run in Update() function. Here is my code:
using UnityEngine;
using System.Collections;
public class OnTouch : MonoBehaviour {
public GameObject cube;
public GameObject sphere;
int clicked;
Quaternion lastRot;
// Use this for initialization
void Start () {
clicked = 0;
}
// Update is called once per frame
void Update () {
if(clicked == 1)
{
var rotation = Quaternion.LookRotation(cube.transform.position - transform.position);
print(rotation);
rotation.x = 0;
rotation.z = 0;
cube.transform.rotation = Quaternion.RotateTowards(cube.transform.rotation, rotation, 100 * Time.deltaTime);
if(cube.transform.rotation = ???? <- No Idea){
clicked = 0;
}
}
}
void OnMouseDown()
{
print("clicked");
clicked = 1;
}
}
I attach that code to all chess tile. So, after the cube stop rotating, I tried to click another tile. But, the previous RotateTowards() method keep running, so it ran both. I've try to make IF logic, but I have no idea for
if(cube.transform.rotation == ??? <-- No idea){
clicked = 0;
}
Any solution? Thank you!
Upvotes: 3
Views: 615
Reputation: 3049
it will never reaches your final rotation, it will get very close though so you can check if the angle between your destination rotation and current rotation is smaller than a small degree then you can say it reached.
float DestAngle = 1.0f; //here we take 1 degree as the near enough angle
float angle = Quaternion.Angle(transform.rotation, target.rotation);//we calculate the angle between current rotaion and destination
if (Mathf.Abs (angle) <= DestAngle ) { //we reached }
Upvotes: 1