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using UnityEngine;
public class EmitterRotation : MonoBehaviour
{
public float m_maxSpeed = 10f;
public float m_rotSpeed = 90f;
private Vector3 m_lastPos;
private ParticleSystem m_ps;
private void Start()
{
m_lastPos = base.transform.position;
m_ps = GetComponentInChildren<ParticleSystem>();
}
private void Update()
{
if (m_ps.emission.enabled)
{
Vector3 position = base.transform.position;
Vector3 vector = position - m_lastPos;
m_lastPos = position;
float t = Mathf.Clamp01(vector.magnitude / Time.deltaTime / m_maxSpeed);
if (vector == Vector3.zero)
{
vector = Vector3.up;
}
Quaternion a = Quaternion.LookRotation(Vector3.up);
Quaternion b = Quaternion.LookRotation(vector);
Quaternion to = Quaternion.Lerp(a, b, t);
base.transform.rotation = Quaternion.RotateTowards(base.transform.rotation, to, Time.deltaTime * m_rotSpeed);
}
}
}
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