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