Now I’m using the F key to make it scale up or down. But I want to add another method for example AutoScaling that when calling it in Update it will scale up first once finished scaling up it will scale down and then up again and so no nonstop.
The Scaling script :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Scaling : UnityEngine.MonoBehaviour
{
public GameObject objectToScale;
public GameObject lookAtTarget;
public float duration = 1f;
public Vector3 minSize;
public Vector3 maxSize;
public bool scaleUp = false;
public Coroutine scaleCoroutine;
public bool scalingHasFinished = false;
public void Inits()
{
scalingHasFinished = false;
objectToScale.transform.localScale = minSize;
}
public IEnumerator scaleOverTime(GameObject targetObj, Vector3 toScale, float duration, Camera objectToScaleCamera)
{
float counter = 0;
Vector3 startScaleSize = targetObj.transform.localScale;
while (counter < duration)
{
counter += Time.deltaTime;
targetObj.transform.localScale = Vector3.Lerp(startScaleSize, toScale, counter / duration);
if (scaleUp)
{
var lookPos = lookAtTarget.transform.position - objectToScale.transform.position;
lookPos.y = 0;
var rotation = Quaternion.LookRotation(lookPos);
objectToScale.transform.rotation = Quaternion.Slerp(objectToScale.transform.rotation, rotation, counter / duration);
}
else
{
var lookPos = lookAtTarget.transform.position - objectToScale.transform.position;
lookPos.y = 0;
var rotation = Quaternion.LookRotation(objectToScaleCamera.transform.forward);//SwitchCameras.GetCurrentCamera().transform.forward);//Camera.main.transform.forward);
objectToScale.transform.rotation = Quaternion.Slerp(objectToScale.transform.rotation, rotation, counter / duration);
}
yield return null;
}
scalingHasFinished = true;
}
public IEnumerator scaleOverTime(GameObject targetObj, Vector3 toScale, float duration, float rotationSpeed)
{
float counter = 0;
Vector3 startScaleSize = targetObj.transform.localScale;
while (counter < duration)
{
counter += Time.deltaTime;
targetObj.transform.localScale = Vector3.Lerp(startScaleSize, toScale, counter / duration);
targetObj.transform.Rotate(Vector3.up * rotationSpeed * Time.deltaTime, Space.Self);
yield return null;
}
}
}
And the script that use the scaling :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ObjectsManipulation : UnityEngine.MonoBehaviour
{
//Camera
public Camera playerCamera;
//Scaling
private bool canScale = true;
private Scaling scaling;
//Lights
public DimLights dimlights;
private Coroutine lightCoroutine;
//Colors
private Colors colors;
//Rotating
private bool stopRotation = false;
private Rotating rotating;
private void Start()
{
scaling = GetComponent<Scaling>();
scaling.Inits();
colors = GetComponent<Colors>();
colors.Start();
rotating = GetComponent<Rotating>();
}
// Use this for initialization
void Update()
{
if (playerCamera != null)
{
//Scaling
if (Input.GetKeyDown(KeyCode.F) && canScale == true)
{
Scaling();
}
}
//Rotate
if (Input.GetKey(KeyCode.R) && !scaling.scaleUp)
{
rotating.x += Time.deltaTime * rotating.rotationSpeed;
scaling.objectToScale.transform.localRotation = Quaternion.Euler(0, 0, rotating.x);
rotating.keyPressed = true;
}
if (Input.GetKeyUp(KeyCode.R))
{
rotating.keyPressed = false;
}
if (!rotating.keyPressed && !scaling.scaleUp && rotating.rotateBack == false
&& DetectInteractable.detected == false)
{
scaling.objectToScale.transform.rotation = Quaternion.LookRotation(playerCamera.transform.forward);
}
if (DetectInteractable.detected == true && !scaling.scaleUp && stopRotation == false)
{
rotating.x += Time.deltaTime * rotating.rotationSpeed;
scaling.objectToScale.transform.localRotation = Quaternion.Euler(0, 0, rotating.x);
}
}
public void Scaling()
{
//Flip the scale direction when F key is pressed
scaling.scaleUp = !scaling.scaleUp;
//Stop old coroutine
if (scaling.scaleCoroutine != null)
StopCoroutine(scaling.scaleCoroutine);
if (lightCoroutine != null)
StopCoroutine(lightCoroutine);
//Scale up
if (scaling.scaleUp)
{
//Start new coroutine and scale up within 5 seconds and return the coroutine reference
rotating.rotateBack = false;
scaling.scaleCoroutine = StartCoroutine(scaling.scaleOverTime(scaling.objectToScale, scaling.maxSize, scaling.duration, playerCamera));
if (dimlights.lightsOnOff == false)
lightCoroutine = StartCoroutine(dimlights.dimLightOverTime(1, scaling.duration));
}
//Scale Down
else
{
//Start new coroutine and scale up within 5 seconds and return the coroutine reference
rotating.rotateBack = true;
scaling.scaleCoroutine = StartCoroutine(scaling.scaleOverTime(scaling.objectToScale, scaling.minSize, scaling.duration, playerCamera));
if (dimlights.lightsOnOff == false)
lightCoroutine = StartCoroutine(dimlights.dimLightOverTime(0, scaling.duration)); ;
}
}
}
And in third script I want to call a method that will be in the ObjectsManipulation script maybe the same method Scaling maybe he will get a bool and if the bool is true make it scaling up/down automatic if it’s not true make it use a key.
This is the script for testing the Scaling :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ScalingTest : MonoBehaviour
{
ObjectsManipulation om;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
om.Scaling();
}
}
For example in the Update maybe to do : om.Scaling(false); for using the F key and om.Scaling(true); for automatic.