using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpinObject : MonoBehaviour
{
public float rotationMultiplier;
public GameObject[] objectsToRotate;
// Use this for initialization
void Start ()
{
}
// Update is called once per frame
void Update ()
{
for (int i = 0; i < objectsToRotate.Length; i++)
{
rotationMultiplier += 0.1f;
objectsToRotate[i].transform.Rotate(Vector3.forward, Time.deltaTime * rotationMultiplier);
}
}
}
With this line i speed up the rotation slowly:
rotationMultiplier += 0.1f;
Now i want to add a IF condition so if rotationMultiplier get to for example speed 500 then start slow down like:
rotationMultiplier -= 0.1f;
The problem is that rotationMultiplier is a float so i can't just check IF rotationMultiplier == 500
Add a boolean to check whether you must accelerate or decelerate
private bool slowDown = false;
for (int i = 0; i < objectsToRotate.Length; i++)
{
if( rotationMultiplier > 500)
slowDown = true ;
else if( rotationMultiplier < 0 )
slowDown = false;
rotationMultiplier = (slowDown) ? rotationMultiplier - 0.1f : rotationMultiplier + 0.1f;
objectsToRotate[i].transform.Rotate(Vector3.forward, Time.deltaTime * rotationMultiplier);
}
Otherwise, you could use Mathf.PingPong
maybe :
for (int i = 0; i < objectsToRotate.Length; i++)
{
rotationMultiplier = Mathf.PingPong( Time.time, 500 ) ;
objectsToRotate[i].transform.Rotate(Vector3.forward, Time.deltaTime * rotationMultiplier);
}
You can use a bool to determine your state (Speed up or slow down)
public bool isIncreasing;
if(rotationMultiplier >= 500)
{
isIncreasing=false;
}
if(rotationMultiplier <= 0) //or your desired value
{
isIncreasing=true;
}
if(isIncreasing)
{
//do your speed up here
}
else
{
//do your slow down here
}
You can convert float to int then can check
for (int i = 0; i < objectsToRotate.Length; i++)
{
if(rotationMultiplier >= 500)
{
rotationMultiplier -= 0.1f;
}
else
{
rotationMultiplier += 0.1f;
}
objectsToRotate[i].transform.Rotate(Vector3.forward, Time.deltaTime * rotationMultiplier);
}
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