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Question by scaletta865 · Jun 12, 2020 at 10:01 AM · positioncuberoll

Cube a roll .what can I do for integer output?

this is the position of the cube alt text after the roll alt text what can I do for integer output?

 using System;
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.SceneManagement;
 
 public class PlayerController : MonoBehaviour
 {
     // Start is called before the first frame update
     public int rollSpeed;
     public bool isRolling;
     public GameObject scope;
     public GameManage gameManage;
     // Update is called once per frame
     void Start()
     {
         rollSpeed = 10;
         transform.position = new Vector3(0,3,-15);
     }
 
     void FixedUpdate()
     {
         if (transform.position.y < 0.0f)//oyuncunun düsüp düsmedigini kontrol eder
         {
             //SceneManager.LoadScene("MainMenu");
             gameManage.gameOver();
         }
         if (isRolling)
             return;
         if (Input.GetKeyDown(KeyCode.W))
         {
             isRolling = true;
             StartCoroutine(Roll(transform.position+ new Vector3(0,-2.5f,2.5f),Vector3.right) );
         }
         else if (Input.GetKeyDown(KeyCode.S))
         {
             isRolling = true;
             StartCoroutine(Roll(transform.position + new Vector3(0, -2.5f, -2.5f), Vector3.left));
         }
         else if (Input.GetKeyDown(KeyCode.A))
         {
             isRolling = true;
             StartCoroutine(Roll(transform.position + new Vector3(-2.5f, -2.5f, 0), Vector3.forward));
         }
         else if (Input.GetKeyDown(KeyCode.D))
         {
             isRolling = true;
             StartCoroutine(Roll(transform.position + new Vector3(2.5f, -2.5f, 0), Vector3.back));
         }
     }
 
     IEnumerator Roll(Vector3 pivot, Vector3 vec)
     {
         transform.GetComponent<Rigidbody>().useGravity = false;
         for (int i = 0; i < (90/rollSpeed); i++)
         {
             transform.RotateAround(pivot, vec, rollSpeed);
             yield return new WaitForSeconds(0.01F);
         }
         isRolling = false;
         transform.GetComponent<Rigidbody>().useGravity = true;
         yield return null;
     }
 
 }
 


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