// Rotate Object Control Action|ObjectControlActions|25020 namespace VRTK { using UnityEngine; /// /// Provides the ability to rotate a GameObject through the world `y` axis in the scene by updating the Transform rotation when the corresponding Object Control axis changes. /// /// /// > The effect is a smooth rotation to simulate turning. /// /// **Required Components:** /// * `VRTK_ObjectControl` - The Object Control script to listen for the axis changes on. /// /// **Script Usage:** /// * Place the `VRTK_RotateObjectControlAction` script on any active scene GameObject. /// * Link the required Object Control script to the `Object Control Script` parameter of this script. /// * Set the `Listen On Axis Change` parameter on this script to the axis change to affect with this movement type. /// /// /// `VRTK/Examples/017_CameraRig_TouchpadWalking` has a collection of walls and slopes that can be traversed by the user with the touchpad. There is also an area that can only be traversed if the user is crouching. /// /// To enable the Rotate Object Control Action, ensure one of the `TouchpadControlOptions` children (located under the Controller script alias) has the `Rotate` control script active. /// [AddComponentMenu("VRTK/Scripts/Locomotion/Object Control Actions/VRTK_RotateObjectControlAction")] public class VRTK_RotateObjectControlAction : VRTK_BaseObjectControlAction { [Tooltip("The maximum speed the controlled object can be rotated based on the position of the axis.")] public float maximumRotationSpeed = 3f; [Tooltip("The rotation multiplier to be applied when the modifier button is pressed.")] public float rotationMultiplier = 1.5f; protected override void Process(GameObject controlledGameObject, Transform directionDevice, Vector3 axisDirection, float axis, float deadzone, bool currentlyFalling, bool modifierActive) { CheckForPlayerBeforeRotation(controlledGameObject); float angle = Rotate(axis, modifierActive); if (angle != 0f) { RotateAroundPlayer(controlledGameObject, angle); } CheckForPlayerAfterRotation(controlledGameObject); } protected virtual float Rotate(float axis, bool modifierActive) { return axis * maximumRotationSpeed * Time.deltaTime * (modifierActive ? rotationMultiplier : 1) * 10; } } }