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using UnityEngine;
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using System.Collections;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// Add this class to a GameObject to make it rotate on itself
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/// </summary>
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[AddComponentMenu("More Mountains/Tools/Movement/MMAutoRotate")]
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public class MMAutoRotate : MonoBehaviour
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{
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public enum UpdateModes { Update, LateUpdate, FixedUpdate }
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[Header("Rotation")]
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/// whether or not this object should be rotating right now
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public bool Rotating = true;
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[MMCondition("Rotating", true)]
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/// the space to apply the rotation in
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public Space RotationSpace = Space.Self;
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/// whether movement should happen at Update, FixedUpdate or LateUpdate
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public UpdateModes UpdateMode = UpdateModes.Update;
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[MMCondition("Rotating", true)]
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/// The rotation speed. Positive means clockwise, negative means counter clockwise.
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public Vector3 RotationSpeed = new Vector3(100f, 0f, 0f);
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[Header("Orbit")]
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/// if this is true, the object will also move around a pivot (only the position is affected, not the rotation)
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public bool Orbiting = false;
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[MMCondition("Orbiting", true)]
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/// if this is true, the orbit plane will rotate along with the parent
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public bool AdditiveOrbitRotation = false;
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/// the pivot to rotate around (if left blank, will be the object itself
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[MMCondition("Orbiting", true)]
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public Transform OrbitCenterTransform;
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/// the pivot (relative to the object's position in local space) to rotate around
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[MMCondition("Orbiting", true)]
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public Vector3 OrbitCenterOffset = Vector3.zero;
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/// the axis around which the object should rotate (don't make it zero)
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[MMCondition("Orbiting", true)]
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public Vector3 OrbitRotationAxis = new Vector3(0f, 1f, 0f);
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/// the speed at which to rotate
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[MMCondition("Orbiting", true)]
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public float OrbitRotationSpeed = 10f;
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/// the radius at which to orbit
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[MMCondition("Orbiting", true)]
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public float OrbitRadius = 3f;
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/// the speed at which the object catches up when orbit radius or axis changes
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[MMCondition("Orbiting", true)]
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public float OrbitCorrectionSpeed = 10f;
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[Header("Settings")]
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/// if this is true, will draw gizmos to show the plane, orbit and direction
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public bool DrawGizmos = true;
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[MMCondition("DrawGizmos", true)]
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/// the color of the orbit disc
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public Color OrbitPlaneColor = new Color(54f, 169f, 225f, 0.02f);
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[MMCondition("DrawGizmos", true)]
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/// the color of the orbit line
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public Color OrbitLineColor = new Color(225f, 225f, 225f, 0.1f);
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[HideInInspector]
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public Vector3 _orbitCenter;
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[HideInInspector]
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public Vector3 _worldRotationAxis;
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[HideInInspector]
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public Plane _rotationPlane;
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[HideInInspector]
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public Vector3 _snappedPosition;
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[HideInInspector]
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public Vector3 _radius;
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protected Quaternion _newRotation;
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protected Vector3 _desiredOrbitPosition;
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private Vector3 _previousPosition;
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/// <summary>
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/// On start, we initialize our plane
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/// </summary>
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protected virtual void Start()
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{
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_rotationPlane = new Plane();
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}
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/// <summary>
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/// Makes the object rotate on its center at Update
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/// </summary>
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protected virtual void Update()
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{
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if (UpdateMode == UpdateModes.Update)
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{
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Rotate();
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}
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}
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/// <summary>
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/// Makes the object rotate on its center at FixedUpdate
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/// </summary>
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protected virtual void FixedUpdate()
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{
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if (UpdateMode == UpdateModes.FixedUpdate)
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{
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Rotate();
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}
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}
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/// <summary>
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/// Makes the object rotate on its center at LateUpdate
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/// </summary>
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protected virtual void LateUpdate()
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{
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if (UpdateMode == UpdateModes.LateUpdate)
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{
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Rotate();
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}
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}
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/// <summary>
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/// Sets Rotating to true or false
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/// </summary>
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/// <param name="status"></param>
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public virtual void Rotate(bool status)
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{
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Rotating = status;
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}
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/// <summary>
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/// Sets Orbiting to true or false
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/// </summary>
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/// <param name="status"></param>
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public virtual void Orbit(bool status)
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{
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Orbiting = status;
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}
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/// <summary>
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/// Rotates the object
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/// </summary>
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protected virtual void Rotate()
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{
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if (Rotating)
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{
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transform.Rotate(RotationSpeed * Time.deltaTime, RotationSpace);
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}
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if (Orbiting)
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{
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_orbitCenter = OrbitCenterTransform.transform.position + OrbitCenterOffset;
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if (AdditiveOrbitRotation)
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{
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_worldRotationAxis = OrbitCenterTransform.TransformDirection(OrbitRotationAxis);
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}
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else
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{
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_worldRotationAxis = OrbitRotationAxis;
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}
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_rotationPlane.SetNormalAndPosition(_worldRotationAxis.normalized, _orbitCenter);
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_snappedPosition = _rotationPlane.ClosestPointOnPlane(this.transform.position);
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_radius = OrbitRadius * Vector3.Normalize(_snappedPosition - _orbitCenter);
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_newRotation = Quaternion.AngleAxis(OrbitRotationSpeed * Time.deltaTime, _worldRotationAxis);
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_desiredOrbitPosition = _orbitCenter + _newRotation * _radius;
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this.transform.position = Vector3.Lerp(this.transform.position, _desiredOrbitPosition, OrbitCorrectionSpeed * Time.deltaTime);
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_previousPosition = _desiredOrbitPosition;
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}
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}
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}
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}
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