GeaVR_GeaVR/Assets/Oculus/SampleFramework/SampleScenes/UI/Common/Scripts/RotationControl.cs
/************************************************************************************

Copyright   :   Copyright 2017 Oculus VR, LLC. All Rights reserved.

Licensed under the Oculus VR Rift SDK License Version 3.4.1 (the "License");
you may not use the Oculus VR Rift SDK except in compliance with the License,
which is provided at the time of installation or download, or which
otherwise accompanies this software in either electronic or hard copy form.

You may obtain a copy of the License at

https://developer.oculus.com/licenses/sdk-3.4.1


Unless required by applicable law or agreed to in writing, the Oculus VR SDK
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

************************************************************************************/

using UnityEngine;
using System.Collections;

public class RotationControl : MonoBehaviour {
    float targetSpeed = 1;
    float currentSpeed = 1;
    public float fastSpeed = 5;
    public float slowSpeed = 1;
    public float accel = 3;
    float mult = -1;
	// Use this for initialization
	void Start () {
        currentSpeed = targetSpeed;
	}
	
	// Update is called once per frame
	void Update () {

        transform.Rotate(Vector3.up, Time.deltaTime * currentSpeed * 60);

        if (targetSpeed * mult > currentSpeed)
            currentSpeed += Time.deltaTime * accel;

        else if (targetSpeed * mult < currentSpeed)
            currentSpeed -= Time.deltaTime * accel;
	}

    public void SetFast()
    {
        targetSpeed = fastSpeed;
    }
    public void SetSlow()
    {
        targetSpeed = slowSpeed;
    }
    public void SetForward()
    {
        mult = 1;
    }
    public void SetBackward()
    {
        mult = -1;
    }

    public void LeverEvent(bool on)
    {
        if (on)
            SetForward();
        else
            SetBackward();
    }
    public Transform[] transforms;
    public void SetRotation0(float f)
    {
        transforms[0].localRotation = Quaternion.Euler(0, 0, f);
    }
    public void SetRotation1(float f)
    {
        transforms[1].localRotation = Quaternion.Euler(0, 0, f);
    }
    public void SetRotation2(float f)
    {
        transforms[2].localRotation = Quaternion.Euler(0, 0, -f);
    }
    public void SetRotation3(float f)
    {
        transforms[3].localRotation = Quaternion.Euler(0, 0, f);
    }
}
