public void RotateTowards(Vector3 target) { var vectorToTarget = target - CanvasHelper.InverseTransformPoint(rectTransform.position); var angle = Mathf.Atan2(vectorToTarget.y, vectorToTarget.x) * Mathf.Rad2Deg; var q = Quaternion.AngleAxis(angle, Vector3.forward); transform.rotation = q; }
public Vector2 GetScreenPosition() { return(CanvasHelper.InverseTransformPoint(rectTransform.position)); }