using UnityEngine; using System.Collections; public class RotateCube : MonoBehaviour { /*OnlySerial void Start () { SerialIO serialIO = GetComponent(); serialIO.serialOpen(); } // Update is called once per frame void Update () { SerialIO serialIO = GetComponent(); float data = serialIO.serialRead('A');//Arduinoから10bitデータ読み出し data = data / 2.849f; Debug.Log((int)data); } */ /*Rotate Only public GameObject cube; public float[] array_trans = new float[3]; void Start() { array_trans[0] = transform.localEulerAngles.x; array_trans[1] = transform.localEulerAngles.y; array_trans[2] = transform.localEulerAngles.z; foreach (int i in array_trans) { Debug.Log(i); } transform.rotation = Quaternion.Euler(45, 45, 45); array_trans[0] = transform.localEulerAngles.x; array_trans[1] = transform.localEulerAngles.y; array_trans[2] = transform.localEulerAngles.z; foreach (int i in array_trans) { Debug.Log(i); } } // Update is called once per frame void Update() { } */ public GameObject cube; public float[] array_trans = new float[3]; void Start() { array_trans[0] = transform.localEulerAngles.x; array_trans[1] = transform.localEulerAngles.y; array_trans[2] = transform.localEulerAngles.z; foreach (int i in array_trans) { Debug.Log(i); } iTween.RotateTo(gameObject, iTween.Hash("y", 90, "islocal", true)); array_trans[0] = transform.localEulerAngles.x; array_trans[1] = transform.localEulerAngles.y; array_trans[2] = transform.localEulerAngles.z; foreach (int i in array_trans) { Debug.Log(i); } } // Update is called once per frame void Update() { } public IEnumerator delay(float sec) { yield return new WaitForSeconds(sec); } }