internal void RotateWorld(float direction) { if (OnWorldAngleChanged != null) { float angleAddition = 90 * direction; _worldAngle += angleAddition; if (Mathf.Abs(_worldAngle) >= 360) { _worldAngle = 0; } Physics2D.gravity = Quaternion.Euler(0, 0, angleAddition) * Physics2D.gravity; OnWorldAngleChanged.Invoke(_worldAngle); } }
private void Start() { OnWorldAngleChanged.Invoke(_worldAngle); }