using UnityEngine; public class PlayerAimRotate : MonoBehaviour { Canvas _canvas; public void initialize(Canvas canvas) { _canvas = canvas; } Vector3 _lastLookTarget; public Vector3 AimTarget(float minAimDistance, float maxAimDistance, Camera camera, Vector3 mouseInput) { Ray ray = camera.ScreenPointToRay(mouseInput); // Cast a ray from the mouse position Plane plane = new Plane(Vector3.up, transform.position); // Assume a horizontal plane (y-axis) float distance; if (!plane.Raycast(ray, out distance)) // If the ray hits the plane { return _lastLookTarget; } Vector3 targetPoint = ray.GetPoint(distance); RaycastHit hit; if (Physics.Raycast(transform.position, (targetPoint - transform.position).normalized, out hit, 50f) && hit.collider.name == "AimTarget") { Vector3 aimTargetPosition = hit.collider.transform.position; float distanceToTarget = Vector3.Distance(transform.position, aimTargetPosition); float assistStrength = Mathf.Clamp((distanceToTarget - minAimDistance) / (maxAimDistance - minAimDistance), 0f, .6f); targetPoint = Vector3.Lerp(targetPoint, aimTargetPosition, assistStrength); //targetPoint = hit.collider.transform.position; } _lastLookTarget = new Vector3(targetPoint.x, transform.position.y, targetPoint.z); return _lastLookTarget; } public void ApplyRotation(Vector3 aimTarget) { _canvas.transform.LookAt(aimTarget); } }