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// The rotation as Euler angles in degrees.
public Vector3 eulerAngles { get { return rotation.eulerAngles; } set { rotation = Quaternion.Euler(value); } }
// The rotation as Euler angles in degrees relative to the parent transform's rotation.
public Vector3 localEulerAngles { get { return localRotation.eulerAngles; } set { localRotation = Quaternion.Euler(value); } }
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// The rotation as Euler angles in degrees.
public Vector3 eulerAngles { get { return rotation.eulerAngles; } set { rotation = Quaternion.Euler(value); } }
// The rotation as Euler angles in degrees relative to the parent transform's rotation.
public Vector3 localEulerAngles { get { return localRotation.eulerAngles; } set { localRotation = Quaternion.Euler(value); } }
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public Vector3 eulerAngles
{
get { return Internal_MakePositive(Internal_ToEulerRad(this) * Mathf.Rad2Deg); }
set { this = Internal_FromEulerRad(value * Mathf.Deg2Rad); }
}
public static Quaternion Euler(float x, float y, float z) { return Internal_FromEulerRad(new Vector3(x, y, z) * Mathf.Deg2Rad); }
public static Quaternion Euler(Vector3 euler) { return Internal_FromEulerRad(euler * Mathf.Deg2Rad); }
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