Aetheria/Assets/MouseRotate.cs
Meta Vens e308c19e4c Move the remaining Assets scripts off Unity.Mathematics
Fluid, Slime, SlimeTestSpawner, LightningCompute and MouseRotate still
imported Unity.Mathematics and compiled only because Burst and Collections
pull the package in. Fluid, Slime and LightningCompute now use CultMath
(LightningCompute's snoise included, which CultMath carries as the same
Ashima simplex noise); SlimeTestSpawner and MouseRotate imported it without
using it, so the usings are gone. LightningCompute converts its float3
offsets with ToUnity() instead of the Unity.Mathematics implicit cast.

None of these are Burst-compiled or jobs. Their ComputeBuffer structs are
built from UnityEngine Vector2/Vector3 and floats, not math types, so no
buffer layout changes.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 18:01:54 +02:00

40 lines
951 B
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class MouseRotate : MonoBehaviour
{
public float Speed;
public ClickRaycaster Click;
private bool _rotating = false;
private Vector3 _euler;
void Start()
{
Click.OnClickMiss += data =>
{
_rotating = true;
//Debug.Log("Started Rotating");
};
_euler = transform.localEulerAngles;
}
// Update is called once per frame
void Update()
{
if (_rotating && !Mouse.current.leftButton.isPressed)
{
_rotating = false;
//Debug.Log("Stopped Rotating");
}
if (_rotating)
{
var mouse = Mouse.current.delta.ReadValue();
_euler.x -= mouse.y*Speed;
_euler.y += mouse.x*Speed;
transform.rotation = Quaternion.Euler(_euler);
}
}
}