using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BNG {
///
/// Constrain the rotation based on localEulaerAngles
///
public class HandleGFXHelper : MonoBehaviour {
public Transform LookAt;
///
/// If the handle is Grabbable we can use this to look at a Grabber when equipped
///
public Grabbable HandleGrabbable;
public float Speed = 5f;
public float LocalYMin = 215f;
public float LocalYMax = 270f;
Vector3 initialRot;
void Start() {
initialRot = transform.localEulerAngles;
}
void Update() {
// Something is holding the handle. Point at the Grabber
if(HandleGrabbable != null && HandleGrabbable.BeingHeld) {
Quaternion rot = Quaternion.LookRotation(HandleGrabbable.GetPrimaryGrabber().transform.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rot, Time.deltaTime * 10);
Vector3 currentPos = transform.localEulerAngles;
float constrainedY = Mathf.Clamp(currentPos.y, LocalYMin, LocalYMax);
transform.localEulerAngles = new Vector3(initialRot.x, constrainedY, initialRot.z);
}
// Point at the LookAt Transform
else {
Quaternion rot = Quaternion.LookRotation(LookAt.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rot, Time.deltaTime * Speed);
Vector3 currentPos = transform.localEulerAngles;
float constrainedY = Mathf.Clamp(currentPos.y, LocalYMin, LocalYMax);
transform.localEulerAngles = new Vector3(initialRot.x, constrainedY, initialRot.z);
}
}
}
}