using UnityEngine;
using System.Collections;
public class Rotate1 : MonoBehaviour {
private Quaternion qTo;
private float rotateSpeed = 200.0f;
private float moveAngle = 90.0f;
void Start() {
qTo = transform.rotation;
}
void Update() {
transform.rotation = Quaternion.RotateTowards(transform.rotation, qTo, Time.deltaTime * rotateSpeed);
}
public void ToRotateLeft()
{
qTo = Quaternion.AngleAxis(moveAngle, Vector3.up) * qTo;
Debug.Log ("qTo=" + qTo);
}
public void ToRotateRight()
{
qTo = Quaternion.AngleAxis(-moveAngle, Vector3.up) * qTo;
Debug.Log ("qTo=" + qTo);
}
public void ToRotateUp()
{
qTo = Quaternion.AngleAxis(moveAngle, Vector3.left) * qTo;
Debug.Log ("qTo=" + qTo);
}
public void ToRotateDown()
{
qTo = Quaternion.AngleAxis(-moveAngle, Vector3.left) * qTo;
Debug.Log ("qTo=" + qTo);
}
public void ToRotateClockwise()
{
qTo = Quaternion.AngleAxis(-moveAngle, Vector3.back) * qTo;
Debug.Log ("qTo=" + qTo);
}
public void ToRotateAntiClockwise()
{
qTo = Quaternion.AngleAxis(moveAngle, Vector3.back) * qTo;
Debug.Log ("qTo=" + qTo);
}
}
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