//point the pearl based on right analog stick void RotatePearlOffset(float x, float y) { // cancel all input below this if (Mathf.Abs(x) < aimingThreshold) { x = 0.0f; } if (Mathf.Abs(y) < aimingThreshold) { y = 0.0f; } // the player is aiming the pearl if (x != 0.0f || y != 0.0f) { //show the aiming guide anim.SetBool("Aiming", true); if (inputScript.PlatformIsPC()) { throwAngle = ((Mathf.Atan2(y, x) * Mathf.Rad2Deg) * -1) - 180; // for PC } else { throwAngle = ((Mathf.Atan2(y, x) * Mathf.Rad2Deg) - 90); // for MAC } //point the aiming guide in the direction pearlOffset.transform.rotation = Quaternion.AngleAxis(throwAngle, Vector3.forward); } else { //not aiming, do not show aiming guide on pearl offset, next trow will be in facing dir anim.SetBool("Aiming", false); if (movingScript.GetFacingRight()) { throwAngle = playerStateScript.GetFacingAngle() - 90; } else { throwAngle = playerStateScript.GetFacingAngle() + 90; } } playerStateScript.SetAimingAngle(throwAngle); }