Rotasi.cs
using
UnityEngine;
using
System.Collections;
public
class rotasi : MonoBehaviour {
private Transform mBajuTransform
= null;
private Transform
mBaju2Transform = null;
private Transform
mBaju3Transform = null;
private Transform
mBaju4Transform = null;
// Use this for initialization
void Start ()
{
GameObject baju
= GameObject.Find("baju");
if (baju != null)
{
Debug.Log("Baju found");
mBajuTransform = baju.transform;
}
GameObject baju2
= GameObject.Find("baju2");
if (baju2 != null)
{
Debug.Log("Baju found");
mBaju2Transform = baju2.transform;
}
GameObject baju3
= GameObject.Find("baju3");
if (baju3 != null)
{
Debug.Log("Baju found");
mBaju3Transform = baju3.transform;
}
GameObject baju4
= GameObject.Find("baju4");
if (baju4 != null)
{
Debug.Log("Baju found");
mBaju4Transform = baju4.transform;
}
}
// Update is called once per frame
void Update ()
{
}
void OnGUI()
{
if
(mBajuTransform == null) return;
if
(mBaju2Transform == null) return;
if
(mBaju3Transform == null) return;
if
(mBaju4Transform == null) return;
if (GUI.Button(new
Rect(730,470,105,40), "<size=16>Rotate Left</size>"))
{
Quaternion
oldRotation = mBajuTransform.localRotation;
Quaternion
oldRotation2 = mBaju2Transform.localRotation;
Quaternion
oldRotation3 = mBaju3Transform.localRotation;
Quaternion
oldRotation4 = mBaju4Transform.localRotation;
mBajuTransform.localRotation
= Quaternion.AngleAxis(10, Vector3.forward) * oldRotation;
mBaju2Transform.localRotation
= Quaternion.AngleAxis(10, Vector3.forward) * oldRotation;
mBaju3Transform.localRotation
= Quaternion.AngleAxis(10, Vector3.forward) * oldRotation;
mBaju4Transform.localRotation
= Quaternion.AngleAxis(10, Vector3.forward) * oldRotation;
}
if (GUI.Button(new Rect(840,470,105,40),
"<size=16>Rotate Right</size>"))
{
Quaternion
oldRotation = mBajuTransform.localRotation;
Quaternion
oldRotation2 = mBaju2Transform.localRotation;
Quaternion
oldRotation3 = mBaju3Transform.localRotation;
Quaternion
oldRotation4 = mBaju4Transform.localRotation;
mBajuTransform.localRotation
= Quaternion.AngleAxis(10, -Vector3.forward) * oldRotation;
mBaju2Transform.localRotation
= Quaternion.AngleAxis(10, -Vector3.forward) * oldRotation;
mBaju3Transform.localRotation
= Quaternion.AngleAxis(10, -Vector3.forward) * oldRotation;
mBaju4Transform.localRotation
= Quaternion.AngleAxis(10, -Vector3.forward) * oldRotation;
}
if (GUI.Button(new Rect(840,40,90,40),
"<size=16>Zoom Out</size>"))
{
Vector3 localPos =
mBajuTransform.localPosition;
Vector3
localPos2 = mBaju2Transform.localPosition;
Vector3
localPos3 = mBaju3Transform.localPosition;
Vector3
localPos4 = mBaju4Transform.localPosition;
localPos.y += 0.1f;
mBajuTransform.localPosition
= localPos;
mBaju2Transform.localPosition
= localPos;
mBaju3Transform.localPosition
= localPos;
mBaju4Transform.localPosition
= localPos;
}
if (GUI.Button(new Rect(840,100,90,40),
"<size=16>Zoom In</size>"))
{
Vector3 localPos =
mBajuTransform.localPosition;
Vector3
localPos2 = mBaju2Transform.localPosition;
Vector3
localPos3 = mBaju3Transform.localPosition;
Vector3
localPos4 = mBaju4Transform.localPosition;
localPos.y -= 0.1f;
mBajuTransform.localPosition
= localPos;
mBaju2Transform.localPosition
= localPos;
mBaju3Transform.localPosition
= localPos;
mBaju4Transform.localPosition
= localPos;
}
}
}
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