void ApplyShakeRotationTargets()
{
preUpdate = transform.eulerAngles;
//impact:
if (percentage==0) {
transform.Rotate(vector3s[1],space);
}
//reset:
transform.eulerAngles=vector3s[0];
//generate:
float diminishingControl = 1-percentage;
vector3s[2].x= UnityEngine.Random.Range(-vector3s[1].x*diminishingControl, vector3s[1].x*diminishingControl);
vector3s[2].y= UnityEngine.Random.Range(-vector3s[1].y*diminishingControl, vector3s[1].y*diminishingControl);
vector3s[2].z= UnityEngine.Random.Range(-vector3s[1].z*diminishingControl, vector3s[1].z*diminishingControl);
//apply:
transform.Rotate(vector3s[2],space);
//need physics?
postUpdate=transform.eulerAngles;
if(physics){
transform.eulerAngles=preUpdate;
rigidbody.MoveRotation(Quaternion.Euler(postUpdate));
}
}