Reputation: 11317
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AnimatorController : MonoBehaviour
{
public Animator[] animators;
public Transform target;
public float speed = 1f;
public float rotationSpeed;
public bool slowDown = false;
public PlayAnimations playanimation;
private bool endRot = false;
private bool endRotation = false;
private Vector3 center;
private bool StartWaitingAnim = true;
// Use this for initialization
void Start()
{
center = target.GetComponent<Renderer>().bounds.center;
for (int i = 0; i < animators.Length; i++)
{
animators[i].SetFloat("Walking Speed", speed);
}
}
// Update is called once per frame
void Update()
{
float distanceFromTarget = Vector3.Distance(animators[2].transform.position, target.position);
for (int i = 0; i < animators.Length; i++)
{
animators[2].transform.position = Vector3.MoveTowards(animators[2].transform.position, center, 0);
}
if (slowDown)
{
if (distanceFromTarget < 10)
{
float speed = (distanceFromTarget / 10) / 1;
for (int i = 0; i < animators.Length; i++)
{
animators[i].SetFloat("Walking Speed", speed);
}
}
}
if (distanceFromTarget < 5f)
{
for (int i = 0; i < animators.Length; i++)
{
animators[i].SetBool("Idle", true);
if (StartWaitingAnim == true)
{
StartCoroutine(WaitForAnimation());
StartWaitingAnim = false;
}
RotateCharacters(2);
}
if (!endRot)
{
Quaternion goalRotation = Quaternion.Euler(0f, 180f, 0f);
float angleToGoal = Quaternion.Angle(
goalRotation,
animators[0].transform.localRotation);
float angleThisFrame = Mathf.Min(angleToGoal, rotationSpeed * Time.deltaTime);
// use axis of Vector3.down to keep angles positive for ease of use
animators[0].transform.Rotate(Vector3.up, angleThisFrame);
animators[1].transform.Rotate(Vector3.down, angleThisFrame);
// We end if we rotated the remaining amount.
endRot = (angleThisFrame == angleToGoal);
}
{
animators[0].SetBool("Rifle Aiming Idle", true);
animators[1].SetBool("Rifle Aiming Idle", true);
}
}
}
private void RotateCharacters(int CharacterIndexToRotate)
{
if (!endRotation && waitangimation == true)
{
Quaternion goalRotation = Quaternion.Euler(0f, -90f, 0f);
float angleToGoal = Quaternion.Angle(
goalRotation,
animators[CharacterIndexToRotate].transform.localRotation);
float angleThisFrame = Mathf.Min(angleToGoal, 100 * Time.deltaTime);
animators[CharacterIndexToRotate].transform.Rotate(Vector3.down, angleThisFrame);
endRotation = (angleThisFrame == angleToGoal);
}
else
{
animators[2].SetBool("Magic Pack", true);
}
}
bool waitangimation = false;
IEnumerator WaitForAnimation()
{
yield return new WaitForSeconds(3);
waitangimation = true;
}
}
When using to rotate the first two animators inside Update when checking:
if (!endRot)
Then both animators 0 and 1 are rotating slowly smooth.
But then I wanted to make a method for rotating and called it RotateCharacters This this method I'm trying to rotate animators[2] but he is rotating very fast too fast. And the code inside RotateCharacters is the same for rotating the other animators. But still animators[2] is rotating very fast.
In the end I will want to stay only with the method RotateCharacters for rotating the animators.
Upvotes: 0
Views: 92
Reputation: 351
You call RotateCharacters
with 2
as parameter as opposed to the loop variable i
.
So you rotate animators[2]
in every loop-iteration.
Upvotes: 3