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I’m making a minigame that includes rotating coloured circles in order that the colours match relative to the central circle which isn’t rotatable. I used to be considering of checking with colliders that the 2 factors originally of 1 coloration and the top match with some tolerance to the opposite circle which additionally has such collider factors set, however I do not know if this can be a good answer.
Graphics in connect is simply placeholder and that motive is little unscale.
Current rotate script:
public class RotateCircleMinigame: MonoBehaviour
{
non-public Vector3 screenPos;
non-public float angleOffset;
void Update()
{
Vector3 mousePos = Camera.most important.ScreenToWorldPoint(Input.mousePosition);
if (Input.GetMouseButtonDown(0))
{
screenPos = Camera.most important.WorldToScreenPoint(remodel.place);
Vector3 vector3 = Input.mousePosition - screenPos;
angleOffset = (Mathf.Atan2(remodel.proper.y, remodel.proper.x) - Mathf.Atan2(vector3.y, vector3.x)) * Mathf.Rad2Deg;
}
if (Input.GetMouseButton(0))
{
Vector3 vector3 = Input.mousePosition - screenPos;
float angle = Mathf.Atan2(vector3.y, vector3.x) * Mathf.Rad2Deg;
remodel.eulerAngles = new Vector3(0, 0, angle + angleOffset);
}
}
}
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