I'm trying to move my ball to a fixed distance. For that I used some Vector3 and Lerping.
But when when my object rotates, the ball still move in the same direction and not in the new direction set by my X axis direction. I have added more details in what I want to be accomplished in the comments of the code.
public float timeTakenDuringLerp = 1f;
/// <summary>
/// How far the object should move when 'UpArrow' is pressed
/// </summary>
public float distanceToMove = 7; //value can be change in unity
//Whether we are currently interpolating or not
private bool _isLerping;
//The start and finish positions for the interpolation
private Vector3 _startPosition;
private Vector3 _endPosition;
//The Time.time value when we started the interpolation
private float _timeStartedLerping;
Vector3 myVector;
/// <summary>
/// Called to begin the linear interpolation
/// </summary>
void StartLerping1()
{
_isLerping = true;
_timeStartedLerping = Time.time;
//We set the start position to the current position, and the finish to 7 spaces in the 'forward' direction
_startPosition = transform.position;
myVector = new Vector3(1, 0, 0);
_endPosition = transform.position + myVector * distanceToMove;
}
void Update()
{
//When the user hits the up arrow, we start lerping
if (Input.GetKey(KeyCode.UpArrow))
{
StartLerping1();
}
if (Input.GetKeyDown(KeyCode.RightArrow))
{
// THE ROTATION IS SUPPOSED TO HAPPEN, AND THE MOVEMENT SHOULD BE BASED ON THIS NEW DIRECTION
}
}
//We do the actual interpolation in FixedUpdate(), since we're dealing with a rigidbody
void FixedUpdate()
{
if (_isLerping)
{
//We want percentage = 0.0 when Time.time = _timeStartedLerping
//and percentage = 1.0 when Time.time = _timeStartedLerping + timeTakenDuringLerp
//In other words, we want to know what percentage of "timeTakenDuringLerp" the value
//"Time.time - _timeStartedLerping" is.
float timeSinceStarted = Time.time - _timeStartedLerping;
float percentageComplete = timeSinceStarted / timeTakenDuringLerp;
//Perform the actual lerping. Notice that the first two parameters will always be the same
//throughout a single lerp-processs (ie. they won't change until we hit the space-bar again
//to start another lerp)
transform.position = Vector3.Lerp(_startPosition, _endPosition, percentageComplete);
//When we've completed the lerp, we set _isLerping to false
if (percentageComplete >= 1.0f)
{
_isLerping = false;
}
}
}