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updated RotateTowardsMouse. You might want to try out with and without using slerp (useSlerp boolean) and by using directly the Input.mousePosition as the lookDirection
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1 changed files with 38 additions and 7 deletions
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@ -2,14 +2,45 @@
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using System.Collections.Generic;
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using UnityEngine;
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public class RotateTowardsMouse : MonoBehaviour {
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//Circa qualcosa così
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public class RotateTowardsMouse : MonoBehaviour
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{
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/// <summary>
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/// Velocità a cui far ruotare il braccio.
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/// </summary>
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public int speed = 1;
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void Update() {
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/// <summary>
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/// Per testing.
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/// Determina se bisogna utilizzare
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/// Quaternion.Slerp() o Quaternion.LookDirection().
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/// </summary>
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public bool useSlerp = false;
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void Update()
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{
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//Trova la direzione tra il transform e il braccio
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Vector2 screenPosition = Camera.main.WorldToScreenPoint(transform.position);
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Vector2 direction = (Vector2)Input.mousePosition - screenPosition;
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//Cambia la rotazione dell'oggetto
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transform.rotation = Quaternion.identity;
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Vector2 screenPosition =
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Camera.main.WorldToScreenPoint(transform.position);
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Vector2 direction =
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(Input.mousePosition - screenPosition) as Vector2;
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Vector3 lookDirection =
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new Vector3(direction.x, direction.y);
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/*
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* In alternativa provare direttamente con
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* lookDirection = Input.mousePosition;
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*/
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if (useSlerp)
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{
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Quaternion.Slerp (
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transform.rotation, // Rotazione iniziale
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Quaternion.LookRotation (lookDirection), // Rotazione finale
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speed * Time.deltaTime); // Velocità dell'interpolazione
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}
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else // Questo dovrebbe bastare
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Quaternion.LookRotation (lookDirection);
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}
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}
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