using System; using DragonLi.Frame; using DragonLi.Core; using UnityEngine; public class UiToCamera : MonoBehaviour { [NonSerialized] public Transform CameraPos; private void Start() { CameraPos=World.GetMainCamera(); } private void Update() { if (CameraPos!=null) { transform.rotation = Quaternion.LookRotation((transform.position - CameraPos.position).ReflectVectorXOZ()); } } }