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- void handleRotation3()
- {
- // We're getting a Vector2, whereas we will need a Vector3
- // Get a z value based on camera, and include it in a Vector3
- //var mousePosition = _playerInput.Player.MousePosition.ReadValue<Vector2>();
- //var mousePositionZ = _camera.farClipPlane * .5f;
- //var mouseViewportPosition = _camera.ScreenToWorldPoint(new Vector3(mousePosition.x, mousePosition.y, mousePositionZ));
- //Vector3 mousePos = Mouse.current.position.ReadValue();
- // mousePos.z = Camera.main.farClipPlane * .5f;
- // Vector3 worldPoint = Camera.main.ScreenToWorldPoint(mousePos);
- Vector3 positionToLookAt;
- // Get the mouse position from the NEW input system
- var mousePosition = playerInput.CharacterControls.MousePosition.ReadValue<Vector2>();
- var mousePositionZ = _camera.farClipPlane * .5f;
- var mouseViewportPosition = _camera.ScreenToWorldPoint(new Vector3(mousePosition.x, mousePosition.y, mousePositionZ));
- positionToLookAt.x = mouseViewportPosition.x;
- //positionToLookAt.x = mousePosition.x;
- positionToLookAt.y = mousePositionZ;
- positionToLookAt.z = mouseViewportPosition.z;
- //positionToLookAt.z = mousePosition.y;
- Quaternion currentRotation = transform.rotation;
- Quaternion targetRotation = Quaternion.LookRotation(positionToLookAt);
- transform.rotation = Quaternion.Slerp(currentRotation, targetRotation, rotationFactorPerFrame * Time.deltaTime);
- }
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