I'm trying to flip a 3D character to get it to face the correct direction that is pressed. So far, my code is working:
private void OrientAvatar()
{
if (ControlVector.x > DeadZone)
{
Spin = -90;
}
if (ControlVector.x < DeadZone)
{
Spin = 90;
}
if (ControlVector.y > DeadZone)
{
Spin = 180;
}
Pivot.eulerAngles = new Vector3(Pivot.rotation.x, Spin, Pivot.rotation.z);
}
However, when the keys are released it'll flip direction to the opposite. How can I retain the previous orientation set so that the character model remains facing in the correct direction?
I figured it out with a few minor code corrections:
private void OrientAvatar()
{
Debug.Log(ControlVector.x);
if (ControlVector.x >= DeadZone)
{
Spin = -90;
}
if (ControlVector.x <= -DeadZone)
{
Spin = 90;
}
if (ControlVector.y > DeadZone && Ladder)
{
Spin = 180;
}
Pivot.eulerAngles = new Vector3(Pivot.rotation.x, Spin, Pivot.rotation.z);
}
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