Public Class BAEntityRotate Inherits BattleAnimation3D Dim TargetEntity As Entity Dim RotationSpeedVector As Vector3 Dim EndRotation As Vector3 Dim DoReturn As Boolean = False Dim ReturnVector As Vector3 Dim hasReturned As Boolean = False Dim DoRotation As Vector3 = New Vector3(1.0F) Public Sub New(ByVal Entity As Entity, ByVal RotationSpeedVector As Vector3, ByVal EndRotation As Vector3, ByVal startDelay As Single, ByVal endDelay As Single) MyBase.New(New Vector3(0.0F), TextureManager.DefaultTexture, New Vector3(1.0F), startDelay, endDelay) Me.RotationSpeedVector = RotationSpeedVector Me.EndRotation = EndRotation Me.ReturnVector = Me.Rotation Me.TargetEntity = Entity End Sub Public Sub New(ByVal Entity As Entity, ByVal RotationSpeedVector As Vector3, ByVal EndRotation As Vector3, ByVal startDelay As Single, ByVal endDelay As Single, ByVal DoXRotation As Boolean, ByVal DoYRotation As Boolean, ByVal DoZRotation As Boolean) Me.New(Entity, RotationSpeedVector, EndRotation, startDelay, endDelay) If DoXRotation = False Then DoRotation.X = 0.0F End If If DoYRotation = False Then DoRotation.Y = 0.0F End If If DoZRotation = False Then DoRotation.Z = 0.0F End If End Sub Public Sub New(ByVal Entity As Entity, ByVal RotationSpeedVector As Vector3, ByVal EndRotation As Vector3, ByVal startDelay As Single, ByVal endDelay As Single, ByVal DoXRotation As Boolean, ByVal DoYRotation As Boolean, ByVal DoZRotation As Boolean, ByVal DoReturn As Boolean) Me.New(Entity, RotationSpeedVector, EndRotation, startDelay, endDelay, DoXRotation, DoYRotation, DoZRotation) Me.DoReturn = DoReturn End Sub Public Overrides Sub DoActionActive() If VectorReached() = False Then If DoRotation.X = 1.0F Then If TargetEntity.Rotation.X > Me.EndRotation.X Then TargetEntity.Rotation.X += Me.RotationSpeedVector.X If TargetEntity.Rotation.X <= Me.EndRotation.X Then TargetEntity.Rotation.X = Me.EndRotation.X End If ElseIf TargetEntity.Rotation.X < Me.EndRotation.X Then TargetEntity.Rotation.X += Me.RotationSpeedVector.X If TargetEntity.Rotation.X >= Me.EndRotation.X Then TargetEntity.Rotation.X = Me.EndRotation.X End If End If End If If DoRotation.Y = 1.0F Then If TargetEntity.Rotation.Y > Me.EndRotation.Y Then TargetEntity.Rotation.Y += Me.RotationSpeedVector.Y If TargetEntity.Rotation.Y <= Me.EndRotation.Y Then TargetEntity.Rotation.Y = Me.EndRotation.Y End If ElseIf TargetEntity.Rotation.Y < Me.EndRotation.Y Then TargetEntity.Rotation.Y += Me.RotationSpeedVector.Y If TargetEntity.Rotation.Y >= Me.EndRotation.Y Then TargetEntity.Rotation.Y = Me.EndRotation.Y End If End If End If If DoRotation.Z = 1.0F Then If TargetEntity.Rotation.Z > Me.EndRotation.Z Then TargetEntity.Rotation.Z += Me.RotationSpeedVector.Z If TargetEntity.Rotation.Z <= Me.EndRotation.Z Then TargetEntity.Rotation.Z = Me.EndRotation.Z End If ElseIf TargetEntity.Rotation.Z < Me.EndRotation.Z Then TargetEntity.Rotation.Z += Me.RotationSpeedVector.Z If TargetEntity.Rotation.Z >= Me.EndRotation.Z Then TargetEntity.Rotation.Z = Me.EndRotation.Z End If End If End If If VectorReached() = True Then RotationReady() End If Else RotationReady() End If End Sub Private Sub RotationReady() If Me.DoReturn = True And Me.hasReturned = False Then Me.hasReturned = True Me.EndRotation = Me.ReturnVector Me.RotationSpeedVector = New Vector3(Me.RotationSpeedVector.X * -1, Me.RotationSpeedVector.Y * -1, Me.RotationSpeedVector.Z * -1) Else Me.Ready = True End If End Sub Private Function VectorReached() As Boolean If DoRotation.X = 1.0F Then If EndRotation.X <> TargetEntity.Rotation.X Then Return False End If End If If DoRotation.Y = 1.0F Then If EndRotation.Y <> TargetEntity.Rotation.Y Then Return False End If End If If DoRotation.Z = 1.0F Then If EndRotation.Z <> TargetEntity.Rotation.Z Then Return False End If End If Return True End Function End Class