change: SetNewRotation now takes in Vector3s instead
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@@ -51,7 +51,6 @@ namespace Reset.Units{
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// Apply movement
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DoMovement(resolvedMovement.moveDirection.World, resolvedMovement.gravity, resolvedMovement.moveSpeed, data.gravityScale.Value);
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Debug.Log(controller.isGrounded);
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DebugOverlayDrawer.ChangeValue("Movement", "Move Direction (Local)", resolvedMovement.moveDirection.Local);
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DebugOverlayDrawer.ChangeValue("Movement", "Move Direction (World)", resolvedMovement.moveDirection.World);
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}
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@@ -246,13 +245,14 @@ namespace Reset.Units{
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}
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}
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public void SetNewRotation(Quaternion value, float relativity, bool absolute, Quaternion relativeTo = default){ // new
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Quaternion relativeValue = relativeTo * value;
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public void SetNewRotation(Vector3 value, float relativity, bool absolute, Vector3 relativeTo = default){ // new
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Vector3 relativeValue = Quaternion.LookRotation(relativeTo) * value;
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Quaternion valueAsQuaternion = Quaternion.Euler(relativeValue);
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if (absolute){
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resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, relativeValue, relativity);
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resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, valueAsQuaternion, relativity);
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} else {
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resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, resolvedMovement.rotation * relativeValue, relativity);
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resolvedMovement.rotation = Quaternion.Lerp(resolvedMovement.rotation, resolvedMovement.rotation * valueAsQuaternion, relativity);
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}
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}
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