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Script for making player face the direction of the mouse cursor.
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using UnityEngine; | |
using System.Collections; | |
public class LookAtMouse : MonoBehaviour { | |
// speed is the rate at which the object will rotate | |
public float speed; | |
void FixedUpdate () { | |
// Generate a plane that intersects the transform's position with an upwards normal. | |
Plane playerPlane = new Plane(Vector3.up, transform.position); | |
// Generate a ray from the cursor position | |
Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition); | |
// Determine the point where the cursor ray intersects the plane. | |
// This will be the point that the object must look towards to be looking at the mouse. | |
// Raycasting to a Plane object only gives us a distance, so we'll have to take the distance, | |
// then find the point along that ray that meets that distance. This will be the point | |
// to look at. | |
float hitdist = 0.0f; | |
// If the ray is parallel to the plane, Raycast will return false. | |
if (playerPlane.Raycast (ray, out hitdist)) { | |
// Get the point along the ray that hits the calculated distance. | |
Vector3 targetPoint = ray.GetPoint(hitdist); | |
// Determine the target rotation. This is the rotation if the transform looks at the target point. | |
Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position); | |
// Smoothly rotate towards the target point. | |
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, speed * Time.deltaTime); | |
} | |
} | |
} |
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