Answers for "Make Quaternion affected by float"
http://answers.unity.com/questions/1566477/make-quaternion-affected-by-float.html
The latest answers for the question "Make Quaternion affected by float"Answer by Bunny83
http://answers.unity.com/answers/1566502/view.html
"targetRotation will be 0" just makes no sense. What does 0 mean? A rotation / orientation is never "0". Do you mean the identity rotation? So eulerangles 0,0,0? In this case you can use [Slerp][1]. However if you just want to rotate towards you can use [RotateTowards][2].
To use Slerp between the identity rotation and your target rotation you would do something like this:
transform.rotation = Quaternion.Slerp(Quaternion.identity, targetRotation, influence);
In this case if influence is 0 the rotation will be the identity rotation. If it's 1 the rotation will be equal to the targetrotation. Of course if you want to slerp between two orientations you just have to pass the starting rotation as first parameter. However keep in mind that the start rotation has to be constant if you want that 0 is the start rotation. So using the current rotation as start rotation would be a decelerated "rotate towards" if influence is greater than 0.
[1]: https://docs.unity3d.com/ScriptReference/Quaternion.Slerp.html
[2]: https://docs.unity3d.com/ScriptReference/Quaternion.RotateTowards.htmlSun, 28 Oct 2018 10:21:43 GMTBunny83