mirror of
https://github.com/ConjureETS/CodenamePitchfork.git
synced 2026-03-24 00:51:07 +00:00
Merged the 2 scenes. Added the directionnal arrow correctly.
This commit is contained in:
parent
33aeb6a107
commit
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8
Assets/Prefabs/PlayerTorch.prefab.meta
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8
Assets/Prefabs/PlayerTorch.prefab.meta
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@ -0,0 +1,8 @@
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -3,9 +3,11 @@ using System.Collections;
|
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|
|
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public class arrowRotation : MonoBehaviour {
|
public class arrowRotation : MonoBehaviour {
|
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GameObject target;
|
GameObject target;
|
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|
GameObject player;
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// Use this for initialization
|
// Use this for initialization
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void Start () {
|
void Start () {
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target = GameObject.Find("Objective");
|
target = GameObject.Find("Objective");
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|
player = GameObject.Find("FPSController");
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}
|
}
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// Update is called once per frame
|
// Update is called once per frame
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@ -16,14 +18,14 @@ public class arrowRotation : MonoBehaviour {
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// distance between target and the actual rotating object
|
// distance between target and the actual rotating object
|
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Vector3 D = target.transform.position - transform.position;
|
Vector3 D = target.transform.position - transform.position;
|
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|
|
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|
Debug.Log(player.transform.rotation);
|
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// calculate the Quaternion for the rotation
|
// calculate the Quaternion for the rotation
|
||||||
Quaternion rot = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(D), rotSpeed * Time.deltaTime);
|
Quaternion rot = Quaternion.Slerp(player.transform.rotation, Quaternion.LookRotation(D), rotSpeed * Time.deltaTime);
|
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|
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//Apply the rotation
|
//Apply the rotation
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transform.rotation = rot;
|
transform.rotation = rot;
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|
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// put 0 on the axys you do not want for the rotation object to rotate
|
// put 0 on the axys you do not want for the rotation object to rotate
|
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transform.eulerAngles = new Vector3(transform.eulerAngles.x, transform.eulerAngles.y, transform.eulerAngles.z);
|
transform.eulerAngles = new Vector3(0, transform.eulerAngles.y, transform.eulerAngles.z);
|
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}
|
}
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}
|
}
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Loading…
x
Reference in New Issue
Block a user