public void rotateToFacePosition(Vector3 pos) { hc.rotateToFacePosition(pos); Vector3 rot = new Vector3(0, 0, Mathf.Atan2((pos.y - transform.position.y), pos.x - transform.position.x)) * Mathf.Rad2Deg; rot = new Vector3(rot.x, rot.y, rot.z - 90); //add 90 to make the player face the right way (yaxis = up) //rid.transform.eulerAngles = rot; rid.transform.rotation = Quaternion.Slerp(this.transform.rotation, Quaternion.Euler(rot), 5 * Time.deltaTime); // Quaternion.Euler(rot); //(INSTA ROTATION) //rotates player on Z axis to face cursor position }
public void rotateToFacePosition(Vector3 pos) { if (this.gameObject.tag != "Player") { //if (this.GetComponent<NPCBehaviourDecider> ().myType == AIType.shopkeeper) { // //Debug.Log ("SHOPKEEPER IS FACING " + pos.ToString ()); //} if (pl == null) { } else { if (pos == null || pos == Vector3.zero || frozen == true || pl.waitingForPath == true) { //if (this.GetComponent<NPCBehaviourDecider> ().myType == AIType.shopkeeper) { ////Debug.Log ("SHOPKEEPER RETURNED NULL"); //} return; } } } hc.rotateToFacePosition(pos); if (pl == null) { Vector3 rot = new Vector3(0, 0, Mathf.Atan2((pos.y - (transform.position.y)), pos.x - (transform.position.x))) * Mathf.Rad2Deg; rot = new Vector3(rot.x, rot.y, rot.z - 90); //add 90 to make the player face the right way (yaxis = up) //rid.transform.eulerAngles = rot; rid.transform.rotation = Quaternion.Euler(rot); //Quaternion.Slerp(this.transform.rotation,Quaternion.Euler(rot),getRotationSpeed()*Time.deltaTime); } else { if (pl.obstacle == true) { //if (this.GetComponent<NPCBehaviourDecider> ().myType == AIType.shopkeeper) { ////Debug.Log ("SHOPKEEPER RETURNED NULL 2"); //} return; } else { Vector3 rot = new Vector3(0, 0, Mathf.Atan2((pos.y - (transform.position.y)), pos.x - (transform.position.x))) * Mathf.Rad2Deg; rot = new Vector3(rot.x, rot.y, rot.z - 90); //add 90 to make the player face the right way (yaxis = up) rid.transform.rotation = Quaternion.Euler(rot); //Quaternion.Slerp(this.transform.rotation,Quaternion.Euler(rot),getRotationSpeed()*Time.deltaTime); } } //rotates player on Z axis to face cursor position }