/// <summary> /// returns what face the transform is looking at /// </summary> public static EFace SelectFace(Transform transform) { if (WorldMath.NegativeAxis(transform.eulerAngles.x) > 40) { return(EFace.up); } else if (WorldMath.NegativeAxis(transform.eulerAngles.x) < -40) { return(EFace.down); } else { return(LateralFace(transform)); } }
/// <summary> /// returns one of the lateral faces /// </summary> public static EFace LateralFace(Transform transform) { if (WorldMath.NegativeAxis(transform.eulerAngles.y) <= 45 && WorldMath.NegativeAxis(transform.eulerAngles.y) > -45) { return(EFace.front); } else if (WorldMath.NegativeAxis(transform.eulerAngles.y) <= -45 && WorldMath.NegativeAxis(transform.eulerAngles.y) > -135) { return(EFace.right); } else if (WorldMath.NegativeAxis(transform.eulerAngles.y) <= 135 && WorldMath.NegativeAxis(transform.eulerAngles.y) > 45) { return(EFace.left); } else// if (Math.NegativeAxis(transform.eulerAngles.y) <= -135 || Math.NegativeAxis(transform.eulerAngles.y) > 135) { return(EFace.back); } }