using DragonLi.Frame; using DragonLi.Core; using UnityEngine; namespace InfiniteShooting { public class CanvasFaceToCamera : MonoBehaviour { private Transform mainCamera = null; public Transform CameraTrans { get { if (mainCamera == null) mainCamera = World.GetMainCamera(); return mainCamera; } } private void Update() { UpdateRotation(); } private void UpdateRotation() { if (CameraTrans) { transform.rotation = Quaternion.LookRotation((transform.position - CameraTrans.position).ReflectVectorXOZ()); } } } }