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using UnityEngine;
public class KeepRelativeRotationTo : MonoBehaviour
{
[SerializeField]
private Transform transformToKeepRelativeRotationTo;
[SerializeField]
private Vector3 upVector = Vector3.up;
private Quaternion initialOffset;
private Vector3 selfPosition;
private Vector3 otherPosition;
private Quaternion localRotationStart;
private Vector3 upVectorAdjusted;
private void PrepareData()
{
if ((bool)base.transform.parent)
{
selfPosition = base.transform.localPosition;
otherPosition = base.transform.parent.worldToLocalMatrix.MultiplyPoint(transformToKeepRelativeRotationTo.position);
upVectorAdjusted = upVector;
}
else
{
selfPosition = base.transform.position;
otherPosition = transformToKeepRelativeRotationTo.position;
upVectorAdjusted = upVector;
}
}
private void Start()
{
if ((bool)base.transform.parent)
{
upVector = base.transform.localToWorldMatrix.MultiplyVector(upVector);
upVector = base.transform.parent.localToWorldMatrix.MultiplyVector(upVector);
upVector = upVector.normalized;
}
localRotationStart = base.transform.localRotation;
PrepareData();
initialOffset = Quaternion.Inverse(Quaternion.LookRotation(otherPosition - selfPosition, upVectorAdjusted));
}
private void Update()
{
if ((bool)transformToKeepRelativeRotationTo)
{
PrepareData();
Quaternion quaternion = Quaternion.LookRotation(otherPosition - selfPosition, upVectorAdjusted);
base.transform.localRotation = quaternion * initialOffset * localRotationStart;
}
}
}
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