void Rotate() { if (target == null) { return; } Quaternion lookRotation = RotationCalculator.RotationToHitTarget(gameObject, wc.PrimaryWeapon, target); transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, Time.deltaTime * rotationFactor); }
void Rotate() { if (target != null) { Quaternion lookRotation = RotationCalculator.RotationToHitTarget(gameObject, weaponsController.PrimaryWeapon, target, RandomOffset.SMALL, Vector3.zero, true); transform.rotation = lookRotation;//Quaternion.Slerp(transform.rotation, lookRotation, Time.deltaTime * turnRate); } else { target = UnitTracker.PlayerShip; } }
void Rotate() { if (target == null) { return; } Quaternion lookRotation = RotationCalculator.RotationToHitTarget(turretHead, wc.PrimaryWeapon, target, randomAimOffset, aimOffset, false); turretHead.transform.rotation = Quaternion.Slerp(turretHead.transform.rotation, lookRotation, Time.deltaTime * rotateSpeed); if (turretHead.transform.localRotation.eulerAngles.x > 30 && turretHead.transform.localRotation.eulerAngles.x <= 90) { canFire = false; } else { canFire = true; } }