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Question by CubePhysics · Mar 18, 2014 at 06:21 PM · animationrotationcontrolthird-person

How to check rotations

I want to check what are the xyz rotations of a gameobject. I basically want my script to work like: If the D is pressed/Held Turn the player to the right and if D pressed/Held carry on moving in that direction or if A is pressed/Held turn the player to the left and if A pressed/Held again carry on moving to the left. You will get my problem with turning when you look at my code here:

 using UnityEngine;
 using System.Collections;
 
 public class Playermisc : MonoBehaviour {
 
     public GameObject maincamera;
     public GameObject player;
     public float turnSpeed = 1.0f;
     public float time = 1f;
     public float speed = 1f;
 
     // Use this for initialization
     void Start () 
     {
         animation.Play("Standing");
         animation["Jump"].speed = 1.15f;
         animation["Falling"].speed = 0.42f;
         Screen.lockCursor = true;
     }
     
     // Update is called once per frame
     void Update () 
     {
 
         if(Input.GetKeyDown(KeyCode.Escape))
         {
          player.GetComponent<MouseLook>().enabled = false;
          maincamera.GetComponent<MouseLook>().enabled = false;
         }
 
         if(Input.GetMouseButtonDown(0))
         {
          Screen.lockCursor = true;
          player.GetComponent<MouseLook>().enabled = true;
          maincamera.GetComponent<MouseLook>().enabled = true;
 
         }
 
 
         if((Input.GetKeyDown(KeyCode.W))&&(Input.GetKeyDown(KeyCode.D))) 
         {
             transform.Rotate(0,45,0);
         }
         if((Input.GetKeyUp(KeyCode.W))&&(Input.GetKeyUp(KeyCode.D))) 
         {
             transform.Rotate(0,225,0);
         }
 
         if(Input.GetKeyDown(KeyCode.W))
         {
             animation.CrossFade("Run");
         }
         if(Input.GetKeyUp(KeyCode.W))
         {
             animation.CrossFade("Standing");
 
         }
         if(Input.GetKeyDown(KeyCode.D))
         {
             animation.CrossFade("Run");
             transform.Rotate(0,90,0);
         }
         if(Input.GetKeyUp(KeyCode.D))
         {
             animation.CrossFade("Standing");
 
         }
         if(Input.GetKeyDown(KeyCode.A))
         {
             animation.CrossFade("Run");
             transform.Rotate(0,-90,0);
 
         }
         if(Input.GetKeyUp(KeyCode.A))
         {
             animation.CrossFade("Standing");
 
         }   
          if(Input.GetKeyDown(KeyCode.S))
         {
             animation.CrossFade("Run");
             transform.Rotate(0,180,0);
         }
         if(Input.GetKeyUp(KeyCode.S))
         {
             animation.CrossFade("Standing");
         }
 
         if(Input.GetKeyDown(KeyCode.Space))
         {
             animation.CrossFade("Jump");
         }
 
 
     }
 }
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Answer by koray1396 · Mar 18, 2014 at 06:41 PM

 Vector3 someRotation;
 someRotation = transform.eulerAngles;
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avatar image CubePhysics · Mar 19, 2014 at 06:44 PM 0
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Could you explain this please

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