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Question by Jack_Veritac · Mar 26 at 06:33 PM · rotationmousepositionclampclamped rotation

Clamp a 2D object controlled by the mouse

I want to clamp a gun that is conrtolled by the player's mouse position. I have the aim script already:

  public Camera cam;
  public enum Axis { x, y }
  public Axis axis = Axis.y;
  public bool inverted;
 
  private Vector3 mousePosition;
  private Vector3 lookAtPosition;

 public float rotat;


 private void Update()
  {

     if (cam == null)
      {
          Debug.LogError(gameObject.name + " target missing!");
          return;
      }
      // store mouse pixel coordinates
      mousePosition = Input.mousePosition;
 
      // distance in z between this object and the camera
      // so it always align with the object
      mousePosition.z = -cam.transform.position.z + transform.position.z;
 
      // transform mousePosition from screen pixels to world position
      lookAtPosition = cam.ScreenToWorldPoint(mousePosition);
 
      // Calculate normalized direction
      Vector2 direction = (lookAtPosition - transform.position).normalized;
 
      Debug.DrawRay(transform.position, direction * 30F, Color.blue);
 
      switch (axis)
      {
          case Axis.x:
              if (!inverted)
                  transform.right = direction; // Point x axis towards direction
              else
                  transform.right = -direction; // Point x axis towards inverted direction
              break;
 
          case Axis.y:
              if (!inverted)
                  transform.up = direction; // Point y axis towards direction
              else
                  transform.up = -direction; // Point y axis towards inverted direction
              break;
 
          default:
              break;
      }
 }
 
  private void OnDrawGizmos()
  {
      Gizmos.color = Color.yellow;
      Gizmos.DrawWireSphere(lookAtPosition, 0.2f);
  }

Now all I need is the clamp part. I tried this simple method, and nothing happened.

 public float clamp = 45F;

 private void FixedUpdate()
 {
     if (transform.rotation.z > clamp)
     {
         transform.rotation = Quaternion.Euler(transform.rotation.x, transform.rotation.y, 45);
     }
 

Any help would be greatly appreciated, thanks!

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