spinningcube/Assets/Scripts/SpinningCube.cs

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C#
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using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class SpinningCube : MonoBehaviour
{
//Playerdata -- Needs saved
public float currentSpeed = 20f;
public float currentIncrement = 20f;
public float rotationPerSec = 0.0f;
public string RotationDirection = "Up";
public Vector3 m_RotationDirection = Vector3.up;
public Vector3 rotationOrigin;
public Vector3 stopRotation = Vector3.zero;
public Vector3 tempRotation;
public float angle2 = 0;
public float angledif, angle1;
public float angleSum = 0;
[SerializeField]
public float secPerRotation = 0.0f;
[SerializeField]
public float lastRPS = 0.0f;
[SerializeField]
public float secondsPassed = 0.0f;
[SerializeField]
public int rotations;
public void Start()
{
/*
if(GameObject.Find("Rotation Panel").activeSelf)
{
GameObject.Find("Rotation Direction Button").GetComponent<Button>().onClick.AddListener(() => { ToggleRotationDirection(); });
}
*/
}
void FixedUpdate()
{
//Set angle1 = eulerAngle of axis being rotated prior to applying rotation
angle1 = this.gameObject.transform.rotation.eulerAngles.y;
transform.Rotate(m_RotationDirection * Time.deltaTime * currentSpeed);
//angle2 = eulerAngle of axis after rotation applied
angle2 = this.gameObject.transform.rotation.eulerAngles.y;
//Difference between angle2 and angle1, how much the object rotated between frames
angledif = angle2 - angle1;
secondsPassed += 0.02f;
//rotations += (int)(m_Speed / 360);
//if object is rotating, and angle difference is less than 0
//If object has rotated 20 degrees (currentSpeed = 20), when angle1 = 350, && angle2 = 10
//angle2(10)-angle1(350) = -340
//Object has rotated past 360
if ((currentSpeed > 0) && (angledif < 0))
{
++rotations;
GameObject.FindGameObjectWithTag("ExpGained").GetComponent<ExperienceBar>().ExpMore();
lastRPS = 1 / secondsPassed;
if(rotationPerSec != lastRPS)
{
rotationPerSec = lastRPS;
secPerRotation = secondsPassed;
Debug.Log("Rotations Per Second: " + rotationPerSec);
}
secondsPassed = 0.0f;
}
}
}