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using System.Collections;
using UnityEngine;
public class FromToAnimation : OneShotAnimationBase
{
public AnimationCurve curve;
public float duration = 0.75f;
public Vector3 eulerTargetRotation;
public Transform transformToAnimate;
private Quaternion initialRotation;
private Quaternion targetRotation;
private void Start()
{
initialRotation = transformToAnimate.localRotation;
targetRotation = Quaternion.Euler(eulerTargetRotation.x, eulerTargetRotation.y, eulerTargetRotation.z);
}
private IEnumerator Animate()
{
transformToAnimate.localRotation = initialRotation;
float timer = 0f;
while (timer < duration)
{
transformToAnimate.localRotation = Quaternion.Lerp(initialRotation, targetRotation, curve.Evaluate(timer / duration));
timer += Time.deltaTime;
yield return null;
}
transformToAnimate.localRotation = Quaternion.Lerp(initialRotation, targetRotation, curve.Evaluate(1f));
}
public override void Trigger()
{
if (base.gameObject.activeInHierarchy)
{
StopAllCoroutines();
StartCoroutine(Animate());
}
}
}
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