GhostSPJ

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Jul 28th, 2021
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  1. void handleRotation3()
  2. {
  3.  
  4. // We're getting a Vector2, whereas we will need a Vector3
  5. // Get a z value based on camera, and include it in a Vector3
  6. //var mousePosition = _playerInput.Player.MousePosition.ReadValue<Vector2>();
  7. //var mousePositionZ = _camera.farClipPlane * .5f;
  8. //var mouseViewportPosition = _camera.ScreenToWorldPoint(new Vector3(mousePosition.x, mousePosition.y, mousePositionZ));
  9. //Vector3 mousePos = Mouse.current.position.ReadValue();
  10. // mousePos.z = Camera.main.farClipPlane * .5f;
  11. // Vector3 worldPoint = Camera.main.ScreenToWorldPoint(mousePos);
  12.  
  13.  
  14.  
  15.  
  16. Vector3 positionToLookAt;
  17.  
  18. // Get the mouse position from the NEW input system
  19. var mousePosition = playerInput.CharacterControls.MousePosition.ReadValue<Vector2>();
  20.  
  21. var mousePositionZ = _camera.farClipPlane * .5f;
  22.  
  23. var mouseViewportPosition = _camera.ScreenToWorldPoint(new Vector3(mousePosition.x, mousePosition.y, mousePositionZ));
  24.  
  25.  
  26. positionToLookAt.x = mouseViewportPosition.x;
  27. //positionToLookAt.x = mousePosition.x;
  28. positionToLookAt.y = mousePositionZ;
  29. positionToLookAt.z = mouseViewportPosition.z;
  30. //positionToLookAt.z = mousePosition.y;
  31.  
  32. Quaternion currentRotation = transform.rotation;
  33.  
  34.  
  35.  
  36. Quaternion targetRotation = Quaternion.LookRotation(positionToLookAt);
  37. transform.rotation = Quaternion.Slerp(currentRotation, targetRotation, rotationFactorPerFrame * Time.deltaTime);
  38.  
  39.  
  40.  
  41. }
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