// 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;
}
}
}