93 lines
2.1 KiB
C#
93 lines
2.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class RobotController : MonoBehaviour
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{
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public float smooth = 1;
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[Range(0.0f, 360.0f)]
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public float Axis1;
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[Range(-20.0f, 70.0f)]
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public float Axis2;
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[Range(-50.0f, 50.0f)]
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public float Axis3;
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[Range(0.0f, 360.0f)]
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public float Axis4;
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[Range(300.0f, 360.0f)]
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public float Axis5;
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private float m_Axis1 = 0;
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private float m_Axis2 = 0;
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private float m_Axis3 = 0;
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private float m_Axis4 = 0;
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private float m_Axis5 = 0 ;
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// Start is called before the first frame update
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void Start()
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{
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setRotation();
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}
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// Update is called once per frame
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void Update()
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{
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if (Axis1 != m_Axis1)
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{
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gameObject.GetComponentInChildren<Axis1Y>().RotateAxis1Y(Axis1, smooth); //
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m_Axis1 = Axis1;
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}
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if ( Axis2 != m_Axis2)
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{
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gameObject.GetComponentInChildren<Axis2Z>().RotateAxis2Z(Axis2, smooth); //
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m_Axis2 = Axis2;
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}
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if (Axis3 != m_Axis3)
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{
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gameObject.GetComponentInChildren<Axis3Z>().RotateAxis3Z(Axis3, smooth); //
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m_Axis3 = Axis3;
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}
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if (Axis4 != m_Axis4)
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{
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gameObject.GetComponentInChildren<Axis4X>().RotateAxis4X(Axis4, smooth); //
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m_Axis4 = Axis4;
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}
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if (Axis5 != m_Axis5)
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{
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gameObject.GetComponentInChildren<Axis5Z>().RotateAxis5Z(Axis5, smooth); //
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m_Axis5 = Axis5;
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}
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}
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private void configRotation()
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{
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setRotation();
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}
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private void setRotation()
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{
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gameObject.GetComponentInChildren<Axis1Y>().RotateAxis1Y(Axis1, smooth);
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gameObject.GetComponentInChildren<Axis2Z>().RotateAxis2Z(Axis2, smooth);
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gameObject.GetComponentInChildren<Axis3Z>().RotateAxis3Z(Axis3, smooth);
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gameObject.GetComponentInChildren<Axis4X>().RotateAxis4X(Axis4, smooth);
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gameObject.GetComponentInChildren<Axis5Z>().RotateAxis5Z(Axis5, smooth);
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}
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}
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