Set Rotation Constraint Rotation At Rest#
Animation / Constraints / Rotation Constraint / Set Rotation Constraint Rotation At Rest
Description#
Sets the Rotation At Rest property of Rotation Constraint component
Parameters#
| Name | Description |
|---|---|
| Rotation Constraint | |
| Value |
Code#
// <auto-generated>
// This script was automatically generated using the Visual Script Transpiler.
// Do not modify. Changes to this file will be lost when updating the package.
// </auto-generated>
using System;
using UnityEngine;
using VisualScript.Icons;
using UnityEngine.Animations;
namespace VisualScript.Runtime
{
[Title("Set Rotation Constraint Rotation At Rest")]
[Category("Animation/Constraints/Rotation Constraint/Rotation At Rest")]
[Description("Sets the Rotation At Rest property of Rotation Constraint component")]
[Image(typeof(IconQuaternion), ColorTheme.Type.Pink)]
[Keywords("Direction, Euler, Transform")]
[Parameter("Rotation Constraint")]
[Parameter("Value")]
[Serializable]
public class GenInstructionVector3_RotationConstraint_SetRotationAtRest : Instruction
{
[SerializeField] private GetGameObject m_RotationConstraint = new GetGameObject(
new GenTypeGameObject_RotationConstraint()
);
[SerializeField] private GetVector3 m_Value = new GetVector3();
[SerializeField] private TweenTransition m_Transition = new TweenTransition();
[NonSerialized] private bool m_IsComplete;
protected override string GetTitle(GameObject source)
{
string member = TextUtils.ThemeAsKeyword("Rotation At Rest");
return $"{this.m_RotationConstraint} {member} = {this.m_Value}{this.m_Transition}";
}
protected override async Awaitable Run(Args args)
{
RotationConstraint component = this.m_RotationConstraint.Get<RotationConstraint>(args);
if (component == null) return;
bool wait = this.m_Transition.Await;
this.m_IsComplete = false;
TweenManager.Run(new TweenInstanceInput<Vector3>(
component,
"rotationAtRest",
component.rotationAtRest,
(Vector3) this.m_Value.Get(args),
this.OnUpdate,
wait ? this.OnFinish : null,
this.m_Transition.GetDuration(args),
this.m_Transition.EaseMode,
this.m_Transition.TimeMode
));
if (wait) await this.Until(this.IsComplete);
}
private void OnUpdate(Component component, Vector3 value)
{
if (component is not RotationConstraint componentRotationConstraint) return;
componentRotationConstraint.rotationAtRest = value;
}
private void OnFinish() => this.m_IsComplete = true;
private bool IsComplete() => this.m_IsComplete;
}
}