/// <summary> /// Changes <see cref="IActor.Rotation"/> over Z-axis (Euler angle) over specified time using provided animation easing. /// </summary> public static async UniTask ChangeRotationZAsync(this IActor actor, float rotZ, float duration, EasingType easingType = default, CancellationToken cancellationToken = default) => await actor.ChangeRotationAsync(Quaternion.Euler(actor.Rotation.eulerAngles.x, actor.Rotation.eulerAngles.y, rotZ), duration, easingType, cancellationToken);