270 is not working… same for 90, even if i set it to 90.
using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using UnityEngine;
public class meinStruggle : MonoBehaviour
{
int blocksOn = 1;
int blockSpawned = 0;
int currentPosition = 4;
GameObject activeBlock;
int blockMovementSpeed = 100;
private float decay;
public float blockRotationSpeed = 100f;
float smooth = 5.0f;
Vector3[] blockPosition = new[] {
new Vector3(10f, 10f, 0f),
new Vector3(8.6602f, 10f, -5f),
new Vector3(4.999999f, 10f, -8.660254f),
new Vector3(-9.536743f, 10f, -10f),
new Vector3(-5.000001f, 10f, -8.660254f),
new Vector3(-8.660256f, 10f, -5f),
new Vector3(-10f, 10f, 0f),
new Vector3(-8.660258f, 10f, 5.000001f),
new Vector3(-5.000005f, 10f, 8.660255f),
new Vector3(-4.768372f, 10f, 10f),
new Vector3(4.999996f, 10f, 8.660257f),
new Vector3(8.660252f, 10f, 5.000003f),
};
Vector3[] blockRotation = new[] {
new Vector3(90, 0, 0),
new Vector3(90, 30, 0),
new Vector3(90, 60, 0),
new Vector3(90, 90, 0),
new Vector3(90, 120, 0),
new Vector3(90, 150, 0),
new Vector3(90, 180, 0),
new Vector3(90, 210, 0),
new Vector3(90, 240, 0),
new Vector3(90, 270, 0),
new Vector3(90, 300, 0),
new Vector3(90, 330, 0)
};
public GameObject block;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
Reset();
if (blocksOn == 1 && blockSpawned == 0)
{
activeBlock = (GameObject)Instantiate(block, new Vector3(blockPosition[currentPosition][0], 30, blockPosition[currentPosition][2]), Quaternion.Euler(blockRotation[currentPosition][0], blockRotation[currentPosition][1], blockRotation[currentPosition][2]));
print(" BP is : " + blockPosition[currentPosition][0]);
blockSpawned = 1;
}
// keyboard input
float horizontalValue = Input.GetAxis("Horizontal");
float verticalValue = Input.GetAxis("Vertical");
if (horizontalValue < 0 && decay == 0)
{
currentPosition = currentPosition - 1;
//if current position is negative out of range going left, loop back to 11
if (currentPosition == -1)
{
currentPosition = 11;
}
// if current position is positive out of range going right, loop back to 0
if (currentPosition > 11)
{
currentPosition = 0;
}
decay = 0.25f;
print("Left");
// StartCoroutine(RotateMe(Vector3.right * -30, decay));
// activeBlock.transform.Rotate(blockRotation[currentPosition],Space.World);
//activeBlock.transform.rotation = Quaternion.Euler(90, 0, -1 * (currentPosition*30));
if(currentPosition == 9) {
}
activeBlock.transform.rotation = new Quaternion(-0.5f, 0.5f, -0.5f, -0.5f);
//activeBlock.transform.Rotate(0,-30,0 , Space.World);
//Quaternion.Euler(
}
if (horizontalValue > 0 && decay == 0)
{
currentPosition = currentPosition + 1;
//if current position is negative out of range going left, loop back to 11
if (currentPosition == -1)
{
currentPosition = 11;
}
// if current position is positive out of range going right, loop back to 0
if (currentPosition > 11)
{
currentPosition = 0;
}
decay = 0.25f;
print("Right");
// StartCoroutine(RotateMe(Vector3.right * 30, decay));
// activeBlock.transform.Rotate(blockRotation[currentPosition],Space.World);
}
if (verticalValue < 0)
{
//DROP THE FUCKING BLOCK
print("Down");
}
if (verticalValue > 0)
{
print("Up");
}
// calc move
Vector3 newPos = Vector3.MoveTowards(activeBlock.transform.position, new Vector3(blockPosition[currentPosition][0], blockPosition[currentPosition][1], blockPosition[currentPosition][2]), blockMovementSpeed * Time.deltaTime);
//move
activeBlock.transform.position = newPos;
//calc tween rotation
//activeBlock.transform.rotation = Quaternion.LookRotation(blockRotation[currentPosition]);
// activeBlock.transform.rotation = new Vector3(blockPosition[currentPosition][0], blockPosition[currentPosition][1], blockPosition[currentPosition][2]);
print("CP : " + currentPosition);
}
private void Reset()
{
if (decay > 0)
{
decay -= Time.deltaTime;
}
if (decay < 0)
{
decay = 0;
}
}
IEnumerator RotateMe(Vector3 byAngles, float inTime)
{
var fromAngle = activeBlock.transform.rotation;
var toAngle = Quaternion.Euler(activeBlock.transform.eulerAngles + byAngles);
for (var t = 0f; t < 1; t += Time.deltaTime / inTime)
{
activeBlock.transform.rotation = Quaternion.Lerp(fromAngle, toAngle, t);
yield return null;
}
}
}