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slowlyRotate2.js
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#pragma strict
var dirLocal:float = 1;
var dirGlobal:float = 1;
//enum RotDir { up, right, forward }
//var rotationDir : RotDir;
//var dir : Vector3 = Vector3.zero;
//new Transform transform;
//enum RotVector { 0, 1 }
//var rotationDir : RotVector;
//var x : RotVector;
//var y : RotVector;
//var z : RotVector;
var myRenderer : Renderer;
function Start () {
// Loop ();
myRenderer = GetComponent.<Renderer>();
}
function Loop () {
while (true) {
yield RotateNow(2);
}
}
function RotateNow (delay : float) {
if (myRenderer.isVisible) {
iTween.RotateUpdate(gameObject, transform.eulerAngles, 2);
yield WaitForSeconds(delay);
}
}
//function FixedUpdate () {transform.Rotate(Vector3(x, y, z) * (dir*3) * Time.deltaTime, Space.World);}
function FixedUpdate() {
if (myRenderer.isVisible) {
transform.Rotate(Vector3.right * (dirLocal*3) * Time.deltaTime);
transform.Rotate(Vector3.up * (dirGlobal*3) * Time.deltaTime, Space.World);
}
}