Tanoda
OffsetCalcEditor.cs
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1using System.Collections;
2using System.Collections.Generic;
3using NaughtyAttributes;
4using UnityEngine;
5
6public class OffsetCalcEditor : MonoBehaviour
7{
8 [SerializeField]
9 private GameObject object1, object2;
10
11 [SerializeField]
12 private Vector3 posOffset, rotOffset;
13
14 [Button]
15 private void CalcLocalOffset()
16 {
17 posOffset = object1.transform.localPosition - object2.transform.localPosition;
18 rotOffset = object1.transform.localEulerAngles - object2.transform.localEulerAngles;
19 //Debug.Log($"Local Pos offset: {posOffset}");
20 }
21 [Button]
22 private void CalcOffset()
23 {
24 posOffset = object1.transform.position - object2.transform.position;
25 rotOffset = object1.transform.eulerAngles - object2.transform.eulerAngles;
26 //Debug.Log($"Local Pos offset: {posOffset}");
27 }
28
29 [Button]
30 private void Teszt()
31 {
32 posOffset = object1.transform.InverseTransformPoint(object1.transform.TransformPoint(object1.GetComponent<OffsetHolder>().Offset) + new Vector3(0.09557879f, 0.0415355f, -0.03072583f));
33 }
34}
UnityEngine.UI.Button Button
Definition: Pointer.cs:7
Vector3 Offset
Definition: OffsetHolder.cs:7