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Jan 16th, 2018
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  1. public void LookAtPosition(Vector3 lookPosition, float speed)
  2. {
  3. StartCoroutine(LookAtTransformCorutine(lookPosition, speed));
  4. }
  5.  
  6. public void LookAtPosition(Transform lookPosition, float speed)
  7. {
  8. LookAtPosition(lookPosition.position, speed);
  9. }
  10.  
  11. public IEnumerator LookAtTransformCorutine(Vector3 lookPosition, float speed)
  12. {
  13. StopLookingAtMouse();
  14. Vector3 direction = (lookPosition - transform.position).normalized;
  15. Quaternion targetRotation = transform.rotation * Quaternion.FromToRotation(transform.forward, direction);
  16. while (Quaternion.Angle(transform.rotation, targetRotation) > 1f)
  17. {
  18. transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, speed);
  19. transform.localRotation = Quaternion.LookRotation(transform.forward);
  20. yield return new WaitForEndOfFrame();
  21. }
  22. }
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