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Size: a a a
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if (x > y)
if (pos.y == scale)
arrow.transform.rotation = Quaternion.Euler(0, 0, -90);
else
arrow.transform.rotation = Quaternion.Euler(0, 0, 90);
else
if (pos.x == scale)
arrow.transform.rotation = Quaternion.Euler(0, 0, 180);
else
arrow.transform.rotation = Quaternion.Euler(0, 0, 0);
arrow.transform.rotation = Quaternion.Euler(0, 0, x > y ? pos.y == scale ? -90 : 90 : pos.x == scale ? 180 : 0);
P#
if (x > y)
if (pos.y == scale)
arrow.transform.rotation = Quaternion.Euler(0, 0, -90);
else
arrow.transform.rotation = Quaternion.Euler(0, 0, 90);
else
if (pos.x == scale)
arrow.transform.rotation = Quaternion.Euler(0, 0, 180);
else
arrow.transform.rotation = Quaternion.Euler(0, 0, 0);
arrow.transform.rotation = Quaternion.Euler(0, 0, x > y ? pos.y == scale ? -90 : 90 : pos.x == scale ? 180 : 0);
AN
var z = 0;
if (x > y)
if (pos.y == scale)
z = -90;
else
z = 90;
else
if (pos.x == scale)
z = 180;
else
z = 0;
arrow.transform.rotation = Quaternion.Euler(0, 0, z);
P#
var z = 0;
if (x > y)
if (pos.y == scale)
z = -90;
else
z = 90;
else
if (pos.x == scale)
z = 180;
else
z = 0;
arrow.transform.rotation = Quaternion.Euler(0, 0, z);
AN