Revised Angle Calculation In Unity
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// Save these values for easy checking of sign later float deltaX = Target.x - transform.position.x; float deltaY = Target.y - transform.position.y; // Calculate the angle: will be between -90-90 deg float rad = Mathf.Atan(deltaY / deltaX); // Figure out which quadrant we're in // Initial angle is 0-90, so we can be in Quadrant I or III if(rad > 0) { Debug.Log("Angle is greater than 0, so should be between 0 and 90."); // Going down and to the left, so convert to Quadrant III if(deltaX < 0) { Debug.Log("Moving to the left with deltaX = " + deltaX + ", so convert to Quadrant III"); rad = Mathf.Pi + rad; } else { Debug.Log("In Quadrant I, so keeping angle of " + rad); } } // Initial angle is -90-0, so either in Quadrant II or Quadrant IV else if(rad < 0) { Debug.Log("Angle is less than 0, so should be between -90 and 0."); // Going to the left, so convert to Quadrant II if(deltaX < 0) { Debug.Log("Moving to the left with deltaX = " + deltaX + ", so convert to Quadrant II"); rad = Mathf.Pi - rad; } // Going to the right, so convert to Quadrant IV with a positive angle value else if(deltaX > 0) { Debug.Log("Going to the right, so in Quadrant IV. Converting from " + rad + " to " + ((Mathf.Pi * 2) - rad)); rad = (Mathf.Pi * 2) - rad; } } // Angle is 0, so need to check if actually 0 or 180 deg else { if(deltaX < 0) { rad = Math.Pi * 2; } }
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