using System.Collections; using System.Collections.Generic; using UnityEngine; [System.Serializable] public class Manager { public GameObject Levers; [Header("Rotation Angle")] [Space(5, order = 0)] [Tooltip("Default X ratation value of your lever")] [Range(-90,90)] public float DefaultX; [Tooltip("Default Y ratation value of your lever")] [Range(-90,90)] public float DefaultY; [Tooltip("Default Z ratation value of your lever")] [Range(-90,90)] public float DefaultZ; [Tooltip("Minimum angle your leaver should rotate ")] [Range(-90,90)] public float MinValue; [Tooltip("Maximum angle your leaver should rotate ")] [Range(-90, 90)] public float MaxValue; [HideInInspector] public float total; [HideInInspector] public float time; [HideInInspector] public bool rotbck = false; [HideInInspector] public bool PressedE = false; [HideInInspector] public bool MousePressed = false; // public Quaternion Dest; public enum HitType { Lever, Scroll } public enum Axis { x, y, z } [Space(10, order = 0)] [Tooltip("Lever if its a lever ,Scroll if its a Gear ")] public HitType interaction; [Tooltip("Axis on which to rotate")] public Axis direction; }