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34 lines
725 B
C#

6 months ago
using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
/// <summary>
/// %Constraints to rotation in world space
/// </summary>
[System.Serializable]
public class ConstraintRotation : Constraint {
#region Main Interface
/// <summary>
/// The target rotation.
/// </summary>
public Quaternion rotation;
public override void UpdateConstraint() {
if (weight <= 0) return;
if (!isValid) return;
// Slerping to target rotation
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, weight);
}
#endregion Main Interface
public ConstraintRotation() {}
public ConstraintRotation(Transform transform) {
this.transform = transform;
}
}
}