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- #pragma strict
- private var flipRight = false;
- var mainCamera : Camera;
- var Player : GameObject;
- var cursor : Transform;
- public var distance = 10.0;
- function PlayerFlipRight () {
- flipRight = true;
- }
- function PlayerFlipLeft () {
- flipRight = false;
- }
- function FixedUpdate () {
- var centerOfScreen : float = (Screen.width / 2);
- var posC = Vector3(Input.mousePosition.x, Input.mousePosition.y, distance);
- posC = mainCamera.ScreenToWorldPoint(posC);
- cursor.position = posC;
- Screen.showCursor = false;
- if(Input.mousePosition.x > centerOfScreen){
- flipRight = true;
- transform.localScale.y = 1;
- Player.BroadcastMessage("FlipRight", SendMessageOptions.DontRequireReceiver);
- }
- else if(Input.mousePosition.x < centerOfScreen){
- flipRight = false;
- transform.localScale.y = -1;
- Player.BroadcastMessage("FlipLeft", SendMessageOptions.DontRequireReceiver);
- }
- if(flipRight){
- transform.localScale.y = 1;
- var pos = mainCamera.WorldToScreenPoint(transform.position);
- var dir = Input.mousePosition - pos;
- var angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
- transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
- }
- else {
- transform.localScale.y = -1;
- pos = mainCamera.WorldToScreenPoint(transform.position);
- dir = Input.mousePosition - pos;
- angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
- transform.rotation = Quaternion.AngleAxis(-angle, Vector3.forward);
- }
- }
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