using System;
using UnityEngine;
namespace Unity.BossRoom.Utils
{
///
/// Utility struct to linearly interpolate between two Quaternion values. Allows for flexible linear interpolations
/// where current and target change over time.
///
public struct RotationLerper
{
// Calculated start for the most recent interpolation
Quaternion m_LerpStart;
// Calculated time elapsed for the most recent interpolation
float m_CurrentLerpTime;
// The duration of the interpolation, in seconds
float m_LerpTime;
public RotationLerper(Quaternion start, float lerpTime)
{
m_LerpStart = start;
m_CurrentLerpTime = 0f;
m_LerpTime = lerpTime;
}
///
/// Linearly interpolate between two Quaternion values.
///
/// Start of the interpolation.
/// End of the interpolation.
/// A Quaternion value between current and target.
public Quaternion LerpRotation(Quaternion current, Quaternion target)
{
if (current != target)
{
m_LerpStart = current;
m_CurrentLerpTime = 0f;
}
m_CurrentLerpTime += Time.deltaTime;
if (m_CurrentLerpTime > m_LerpTime)
{
m_CurrentLerpTime = m_LerpTime;
}
var lerpPercentage = m_CurrentLerpTime / m_LerpTime;
return Quaternion.Slerp(m_LerpStart, target, lerpPercentage);
}
}
}