I have tried different ways of getting the z rotation of my object as a public float but i keep getting errors when i make it a public variable.
i have tried using quanternion and transform.
using UnityEngine;
public class PointerController : MonoBehaviour
{
public float speed = 5f;
private void Update()
{
rotate();
calculate();
}
private void rotate()
{
Vector2 direction = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
Quaternion rotation = Quaternion.AngleAxis(angle, Vector3.forward);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, speed * Time.deltaTime);
}
public void calculate()
{
}
}
This part of the code is what i use to rotate my character to follow my mouse but i want to get a public variable saying the z rotation in the calculate method.
For example:
using UnityEngine;
public class PointerController : MonoBehaviour
{
public float speed = 5f;
public float z_rotation; //THIS LINE
private void Update()
{
rotate();
calculate();
}
private void rotate()
{
Vector2 direction = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
Quaternion rotation = Quaternion.AngleAxis(angle, Vector3.forward);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, speed * Time.deltaTime);
z_rotation = transform.rotation.z; //AND THIS ONE
}
public void calculate()
{
}
}
Another example:
using UnityEngine;
public class PointerController : MonoBehaviour
{
public float speed = 5f;
private void Update()
{
rotate();
calculate(transform.rotation.z);
}
private void rotate()
{
Vector2 direction = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
Quaternion rotation = Quaternion.AngleAxis(angle, Vector3.forward);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, speed * Time.deltaTime);
}
public void calculate(float z_rotation)
{
}
}
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