Looking in direction pointing line
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@@ -97,6 +97,12 @@ namespace DepthsBelow.Component
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}
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public float Rotation;
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public void Rotate(int directionX, int directionY)
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{
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Rotation = (float)Math.Atan(directionY/directionX);
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}
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public Vector2 Origin;
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public static implicit operator Vector2(WorldTransform worldTransform)
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@@ -87,15 +87,17 @@ public MouseInput(Core core)
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if (ms.RightButton == ButtonState.Released && lastMouseState.RightButton == ButtonState.Pressed)
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{
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foreach (var unit in core.Squad)
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if (unit.Selected)
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if (unit.Selected)
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{
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unit.GetComponent<Component.PathFinder>().Goal = Grid.WorldToGrid(mouseWorldPos);
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}
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}
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if (ms.RightButton == ButtonState.Pressed)
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{
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foreach (var unit in core.Squad)
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{
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if (unit.Selected)
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if (unit.Selected && gridRectangle.Intersects(unit.GetComponent<Component.Collision>().Rectangle))
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{
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checkingDirection = true;
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directionStart = unit.Transform.World + unit.Transform.World.Origin;
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@@ -104,8 +106,28 @@ public MouseInput(Core core)
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}
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if (checkingDirection == true && ms.RightButton == ButtonState.Pressed)
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{
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directionNow.X = ms.X;
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directionNow.Y = ms.Y;
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foreach (var unit in core.Squad)
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if (unit.Selected)
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{
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directionNow.X = mouseWorldPos.X;
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directionNow.Y = mouseWorldPos.Y;
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float directionX = mouseWorldPos.X - unit.Transform.World.X;
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float directionY = mouseWorldPos.Y - unit.Transform.World.Y;
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var mouseDirection = mouseWorldPos;
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mouseDirection.Normalize();
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//float angle = (float)Math.Acos(Vector2.Dot(new Vector2(0, 1), mouseDirection)) * MathHelper.TwoPi;
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/*if (directionX < 0)
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{
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directionX *= -1;
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unit.GetComponent<Component.Transform>().World.Rotation = (float)Math.Atan(directionY / directionX);
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}
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else
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{
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*/unit.GetComponent<Component.Transform>().World.Rotation = (float)Math.Atan2(mouseWorldPos.Y - unit.Transform.World.Y, mouseWorldPos.X - unit.Transform.World.X);/*
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}*/
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//Console.WriteLine(angle);
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//unit.GetComponent<Component.Transform>().World.Rotation = angle;
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}
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}
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else
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{
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