Help with rotating a sprite with mouse.

I made a script that should allow the player be able to move and rotate sprites with left and right click. It does work, however, I don’t like the way it snaps to face the mouse. 151418-rotate1.gifI want pretty much to be able to grab the object and rotate by spinning around it. What ways should i try to get this interaction? I’ve tried a few different ways to fix this but haven’t been able to understand how to make it work. Here’s my code:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Interactable : MonoBehaviour
{
    float startPosX;
    float startPosY;

    bool isBeingDragged = false;
    bool isBeingRotated = false;

    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonUp(0))
        {
            Debug.Log("left click up");
            isBeingDragged = false;
        }
        if (Input.GetMouseButtonUp(1))
        {
            Debug.Log("right click up");
            isBeingRotated = false;
        }
        if (isBeingDragged)
        {
            Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            transform.localPosition = new Vector3(mousePos.x - startPosX, mousePos.y - startPosY, 0);
        }
        else if (isBeingRotated) //if youre already being dragged you shouldnt be able to rotate.
        {
            Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            transform.rotation = Quaternion.LookRotation(Vector3.forward, mousePos - transform.position);
        }
    }

    private void OnMouseOver()
    {
        
        if (Input.GetMouseButtonDown(0))
        {
            //Debug.Log("got left click");

            Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            startPosX = mousePos.x - this.transform.localPosition.x;
            startPosY = mousePos.y - this.transform.localPosition.y;

            isBeingDragged = true;
        }

        if (Input.GetMouseButtonDown(1))
        {
            //Debug.Log("got right click");

            isBeingRotated = true;
        }
    }
}

Let me know your thoughts/improvements for any part of my script.

if you want to rotate at the point you click on you might have to set the pivot point to the mouse click location on object.

I made a bodge that works for me currently however Its not really future proof like for oblong objects.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Interactable : MonoBehaviour
{
    float startPosX;
    float startPosY;

    bool isBeingDragged = false;
    bool isBeingRotated = false;

    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonUp(0))
        {
            Debug.Log("left click up");
            isBeingDragged = false;
        }
        if (Input.GetMouseButtonUp(1))
        {
            Debug.Log("right click up");
            isBeingRotated = false;
        }
        if (isBeingDragged)
        {
            Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            transform.localPosition = new Vector3(mousePos.x - startPosX, mousePos.y - startPosY, 0);
        }
        else if (isBeingRotated) //if youre already being dragged you shouldnt be able to rotate.
        {
            Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            Vector3 dir = mousePos - transform.position;
            float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
            transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
        }
    }

    private void OnMouseOver()
    {
        
        if (Input.GetMouseButtonDown(0))
        {
            Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            startPosX = mousePos.x - this.transform.localPosition.x;
            startPosY = mousePos.y - this.transform.localPosition.y;

            isBeingDragged = true;
        }

        if (Input.GetMouseButtonDown(1))
        {
            isBeingRotated = true;
        }
    }
}