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public float Rotation(float rotationAngle)
{
float angle = Mathf.Abs(rotationAngle);
if (angle == 180)
angle = 270 - angle;
if (angle < 90)
angle = 90 - angle;
if (angle > 89 && angle < 180)
angle = 180 - angle;
if (angle > 179 && angle < 270)
angle = 270 - angle;
if (angle > 269)
angle = 360 - angle;
return angle;
}
public float NegativeRotation(float rotationAngle)
{
float angle = Mathf.Abs(rotationAngle);
if (angle == 180)
angle = 90f;
if (angle > 89 && angle < 180)
angle = angle - 90f;
else if (angle > 179 && angle < 270)
angle = angle - 180f;
else if (angle > 269)
angle = angle - 270;
return angle;
}
AS
public float Rotation(float rotationAngle)
{
float angle = Mathf.Abs(rotationAngle);
if (angle == 180)
angle = 270 - angle;
if (angle < 90)
angle = 90 - angle;
if (angle > 89 && angle < 180)
angle = 180 - angle;
if (angle > 179 && angle < 270)
angle = 270 - angle;
if (angle > 269)
angle = 360 - angle;
return angle;
}
public float NegativeRotation(float rotationAngle)
{
float angle = Mathf.Abs(rotationAngle);
if (angle == 180)
angle = 90f;
if (angle > 89 && angle < 180)
angle = angle - 90f;
else if (angle > 179 && angle < 270)
angle = angle - 180f;
else if (angle > 269)
angle = angle - 270;
return angle;
}
AS
AS
public float Rotation(float rotationAngle)
{
float angle = Mathf.Abs(rotationAngle);
if (angle == 180)
angle = 270 - angle;
if (angle < 90)
angle = 90 - angle;
if (angle > 89 && angle < 180)
angle = 180 - angle;
if (angle > 179 && angle < 270)
angle = 270 - angle;
if (angle > 269)
angle = 360 - angle;
return angle;
}
public float NegativeRotation(float rotationAngle)
{
float angle = Mathf.Abs(rotationAngle);
if (angle == 180)
angle = 90f;
if (angle > 89 && angle < 180)
angle = angle - 90f;
else if (angle > 179 && angle < 270)
angle = angle - 180f;
else if (angle > 269)
angle = angle - 270;
return angle;
}
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