void Update() { if (HUDController.paused) { return; } Vector3 dirToMouse = MouseHelpers.VecToMouse(Origin.position); Origin.rotation = MouseHelpers.ObjectToMouseRotation(Origin.position); if (Input.GetMouseButtonDown(0)) { SpawnProjectileAtTarget(dirToMouse); } if (Input.GetKeyDown(weaponButton)) { repairBulletSelected = !repairBulletSelected; if (repairBulletSelected) { ChangePillDirection(pillSpriteObject, 0); } else { ChangePillDirection(pillSpriteObject, 180); } } }
void Update() { Vector3 pivotVector; if (followMouse) { pivotVector = MouseHelpers.VecToMouse(transform.position); } else { pivotVector = TargetToLookAt.position - transform.position; pivotVector.Normalize(); } float angle = Mathf.Atan2(pivotVector.y, pivotVector.x) * Mathf.Rad2Deg; transform.rotation = Quaternion.AngleAxis(angle - 90, Vector3.forward); }