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GameObjectTrackingLocal.cs
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84 lines (62 loc) · 2.32 KB
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using UnityEngine;
using System.Collections;
public class GameObjectTrackingLocal : MonoBehaviour {
public GameObject trackObject;
public bool trackRotationX = false;
public bool trackRotationY = true;
public bool trackRotationZ = false;
public bool trackPositionX = false;
public bool trackPositionY = false;
public bool trackPositionZ = false;
public Vector3 currentPositionTo = Vector3.zero;
public Vector3 currentRotationTo = Vector3.zero;
public Vector3 lastPositionTo = Vector3.zero;
public Vector3 lastRotationTo = Vector3.zero;
void Start() {
}
void Update() {
// POSITION
currentPositionTo = transform.localPosition;
if (trackPositionX) {
currentPositionTo.x = trackObject.transform.localPosition.x;
}
if (trackPositionY) {
currentPositionTo.y = trackObject.transform.localPosition.y;
}
if (trackPositionZ) {
currentPositionTo.z = trackObject.transform.localPosition.z;
}
if (currentPositionTo != lastPositionTo) {
lastPositionTo = currentPositionTo;
transform.localPosition =
Vector3.zero
.WithX(currentPositionTo.x)
.WithY(currentPositionTo.y)
.WithZ(currentPositionTo.z);
}
// ROTATION
currentRotationTo = transform.localRotation.eulerAngles;
if (trackRotationX) {
currentRotationTo.x = trackObject.transform.localRotation.eulerAngles.x;
}
if (trackRotationY) {
currentRotationTo.y = trackObject.transform.localRotation.eulerAngles.y;
}
if (trackRotationZ) {
currentRotationTo.z = trackObject.transform.localRotation.eulerAngles.z;
}
//if(currentPositionTo != lastPositionTo) {
// lastPositionTo = currentPositionTo;
// transform.position = currentPositionTo;
//}
if (currentRotationTo != lastRotationTo) {
lastRotationTo = currentRotationTo;
transform.localRotation =
Quaternion.Euler(
Vector3.zero
.WithX(currentRotationTo.x)
.WithY(currentRotationTo.y)
.WithZ(currentRotationTo.z));
}
}
}