Ok, so I know eulerAngles constantly change, but I’m at a loss here.
So basically im getting the localEulerAngles for:
1, Player current Position
2, The tile I’m moving towards position
3, The difference between the two
4, the levels current rotation (because when its actually rotating it might not be complete before we rotate the opposite direction again)
Then I’m trying to apply the final position of rotation so I’m using the levelCurrentRot position and the negative of the amountToRotate. Is like so close but the numbers are a little off. And if I use Mathf.Abs or Mathf.RoundToInt it is always an incorrect number. Ideally Id want to have the values of the objects transform.rotation.z in the inspector to be the final numbers. The numbers should be 180, 90 then -90 if it was a perfect world.
I have no idea how to achieve this…