duck

duck

Nov 9th, 2009
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  1. // turret rotation
  2.  
  3. Vector3 localTarget = transform.InverseTransformPoint(target);
  4. float turretYaw = Atan2(localTarget.x,localTarget.z) * Mathf.Rad2Deg;
  5. Turret.transform.localEulerAngles = new Vector3(0, turretYaw, 0);
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