{
private SpriteRenderer spriterenderer;
public new Camera camera;
void start() {
spriterenderer = GetComponent<spriterenderer>();
}
void Update() {
RotateTowardsMouse();
}
void RotateTowardsMouse()
{
float angle = GetAngleTowardsMouse();
transform.rotation = Quaterni9on.Euler(0, 0, angle);
spriteRenderer.flipY = angle >= 90 && angle <= 270;
float GetAngleTowardsMouse();
Vector3 mouseWorldPosition = camera.ScreenToWorldPoint(Input.mousePosition);
Vector3 mouseDirection = mouseWorldPosition - transform.position;
mouseDirection.z = 0;
float angle = (Vector3.SignedAngle(Vector3.right, mouseDirection, Vector3.forward) + 360) % 360;
} }
return angle;