# TweenRigidbodyRotation

Gradually change rotaion of Rigidbody.

![TweenRigidbodyRotation](./images/TweenRigidbodyRotation.png)

## Property

<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td>
Type
</td>
<td>
Play type.<dl class="docutils"><dt>Once</dt><dd>
            Only once
            </dd><dt>Loop</dt><dd>
            Repeat
            </dd><dt>Ping Pong</dt><dd>
            Turn back at the end
            </dd></dl>
</td>
</tr>
<tr>
<td>
Duration
</td>
<td>
Playback time.
</td>
</tr>
<tr>
<td>
Curve
</td>
<td>
Change curve of applicability with respect to time
</td>
</tr>
<tr>
<td>
Use Realtime
</td>
<td>
Flag to progress in real time without the influence of Time.timeScale.
</td>
</tr>
<tr>
<td>
Repeat Until Transition
</td>
<td>
Number of repetitions until the transition (Loop, PingPong only)
</td>
</tr>
<tr>
<td>
Next State
</td>
<td>
Transition destination after time.<br />
            (In the case of Loop and Pingpong, to transition from repeated as many times as specified in the Repeat Until Transition)
</td>
</tr>
<tr>
<td>
Target
</td>
<td>
Rigidbody of interest.<br />
            If Type is Constant and nothing is specified, Rigidbody2D of GameObject to which ArborFSM is assigned.
</td>
</tr>
<tr>
<td>
Relative
</td>
<td>
Whether the relative change from the start state.
</td>
</tr>
<tr>
<td>
From
</td>
<td>
Start orientation.
</td>
</tr>
<tr>
<td>
To
</td>
<td>
Goal orientation.
</td>
</tr>
 </tbody>
</table>

