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Question by Legacy7005 · Jul 05, 2019 at 06:44 AM · c#coroutineeuleranglesienumeratorstopcoroutine

IEnumerator instead of LateUpdate in unity

Hello, can anyone help to turn the function in void LateUpdate() into a IEnumerator Coroutine so transform.eulerAngles = currentAngle; stops being called once the camera reaches its destination.

I have a panning function on another script but it won't work properly because currentAngle keeps firing

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class designerCameraControl : MonoBehaviour { public Transform[] views; [Space(10)] public float transitionSpeed; private Transform currentView;

 void FixedUpdate()
 {

     if (Input.GetMouseButtonDown(0))
     {

         Ray toMouse = Camera.main.ScreenPointToRay(Input.mousePosition);

         bool didHit = Physics.Raycast(toMouse, out RaycastHit rhInfo, 100.0f);

         if (rhInfo.collider.name == "Waypoint Handler")
         {
             {
                currentView = views[1]; 
             }
         }

         if (rhInfo.collider.name == "Waypoint Handler (1)")
         {
             {
                currentView = views[2];
             }
         }

     }

     if (Input.GetKey(KeyCode.Escape))
     {
         {
            currentView = views[0];
         }
     }
 }

 void LateUpdate()
 {
     //Lerp position
     if (currentView == null) return;
     transform.position = Vector3.Lerp(transform.position, currentView.position, Time.deltaTime * transitionSpeed);

     Vector3 currentAngle = new Vector3
     (
         Mathf.LerpAngle(transform.rotation.eulerAngles.x, currentView.transform.rotation.eulerAngles.x, Time.deltaTime * transitionSpeed),
         Mathf.LerpAngle(transform.rotation.eulerAngles.y, currentView.transform.rotation.eulerAngles.y, Time.deltaTime * transitionSpeed),
         Mathf.LerpAngle(transform.rotation.eulerAngles.z, currentView.transform.rotation.eulerAngles.z, Time.deltaTime * transitionSpeed)
     );
     transform.eulerAngles = currentAngle;
 }

}

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Answer by Legacy7005 · Jul 05, 2019 at 06:41 PM

Hello again everyone, I was able to get it to do what i want by using IEnumerator but still a bit glitchy

Here my solution to my problem if anyone is insterested



using System.Collections; using System.Collections.Generic; using UnityEngine;

public class designerCameraControl : MonoBehaviour { public Transform[] views; [Space(10)] public float transitionSpeed; private Transform currentView;

 void FixedUpdate()
 {

     if (Input.GetMouseButtonDown(0))
     {
         Debug.Log("Keeps Firing");
         // From screen to mouse position

         Ray toMouse = Camera.main.ScreenPointToRay(Input.mousePosition);

         // RaycastHit rhInfo: This gives all the information of the object such as location, etc.

         // This checks if it hit or not
         bool didHit = Physics.Raycast(toMouse, out RaycastHit rhInfo, 100.0f);

         if (rhInfo.collider.name == "Waypoint Handler")
         {
             StartCoroutine(FaceTheIcon());
             {
                currentView = views[1]; ;
             }
         }

         if (rhInfo.collider.name == "Waypoint Handler (1)")
         {
             StartCoroutine(FaceTheIcon());
             {
                currentView = views[2];
             }
         }

     }

     if (Input.GetKey(KeyCode.Escape))
     {
         StartCoroutine(FaceTheIcon());
         {
            currentView = views[0];
         }

     }
 }

 void LateUpdate()
 {
     
     
         
 }
 IEnumerator FaceTheIcon()
 {
     //Lerp position
     //  if (currentView == null) return;
     while (transform.position != currentView.position)
     {
         transform.position = Vector3.Lerp(transform.position, currentView.position, Time.deltaTime * transitionSpeed);

         Vector3 currentAngle = new Vector3
                (
                    Mathf.LerpAngle(transform.rotation.eulerAngles.x, currentView.transform.rotation.eulerAngles.x, Time.deltaTime * transitionSpeed),
                    Mathf.LerpAngle(transform.rotation.eulerAngles.y, currentView.transform.rotation.eulerAngles.y, Time.deltaTime * transitionSpeed),
                    Mathf.LerpAngle(transform.rotation.eulerAngles.z, currentView.transform.rotation.eulerAngles.z, Time.deltaTime * transitionSpeed)
                );
         transform.eulerAngles = currentAngle;
         Debug.Log("IEnumerator Script is running");
         yield return null;
     }
 }

}

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