// Used for following mouse and tilting void Update() { // Tilt this GameObject as it is being dragged either by a player or an NPC if (followMouse) { //print("Following mouse"); if (!npcdrag) { //print("NPC NOT dragging"); Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); mousePosition.z = -1.0f; transform.position = offset + mousePosition; transform.rotation = drag.Tilt(transform.position); } } else { //print("Not following mouse"); if (npcdrag) { //print("NPC IS dragging"); if (this.GetComponent <LerpTest>().moving) { //Vector3 p = transform.position; //p.z = -1.0f; //transform.position = p; transform.rotation = drag.Tilt(transform.position); //print(transform.position); } if (!this.GetComponent <LerpTest>().Moving()) { EndTiltLerp(); } } else { //print("NPC is NOT dragging"); transform.rotation = drag.ResetTilt(); if (FinishedRotating()) { if (!positionSet) { SetPosition(transform.position); } } } } }
// Update is called once per frame void Update() { if (followMouse) { Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); mousePosition.z = 0.0f; transform.position = offset + mousePosition; transform.rotation = drag.Tilt(transform.position); } else { transform.rotation = drag.ResetTilt(); } }