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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

This commit is contained in:
Stefano Calabretti 2018-12-01 19:29:30 +01:00
parent 11f6d4ae50
commit 1315015b94

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@ -2,14 +2,45 @@
using System.Collections.Generic;
using UnityEngine;
public class RotateTowardsMouse : MonoBehaviour {
//Circa qualcosa così
public class RotateTowardsMouse : MonoBehaviour
{
/// <summary>
/// Velocità a cui far ruotare il braccio.
/// </summary>
public int speed = 1;
void Update() {
/// <summary>
/// Per testing.
/// Determina se bisogna utilizzare
/// Quaternion.Slerp() o Quaternion.LookDirection().
/// </summary>
public bool useSlerp = false;
void Update()
{
//Trova la direzione tra il transform e il braccio
Vector2 screenPosition = Camera.main.WorldToScreenPoint(transform.position);
Vector2 direction = (Vector2)Input.mousePosition - screenPosition;
//Cambia la rotazione dell'oggetto
transform.rotation = Quaternion.identity;
Vector2 screenPosition =
Camera.main.WorldToScreenPoint(transform.position);
Vector2 direction =
(Input.mousePosition - screenPosition) as Vector2;
Vector3 lookDirection =
new Vector3(direction.x, direction.y);
/*
* In alternativa provare direttamente con
* lookDirection = Input.mousePosition;
*/
if (useSlerp)
{
Quaternion.Slerp (
transform.rotation, // Rotazione iniziale
Quaternion.LookRotation (lookDirection), // Rotazione finale
speed * Time.deltaTime); // Velocità dell'interpolazione
}
else // Questo dovrebbe bastare
Quaternion.LookRotation (lookDirection);
}
}