I am trying to create a “Breadcrumb” system for finding buried treasure, but I am having trouble rotating the gui relative to the previous gui.
The gui seems to rotate at the moment but they are slightly off so I assume my math must be wrong.
I was thinking that using tangent would work, because I know the length of opposite and adjacent. I think I am close but I just need some quick help. Should I be doing the parts position instead of the screen position?
Sorry for the indendting, its part of a larger function.
local CurrentVector, CurrentVectorOnScreen
local PreviousVector, PreviousVectorOnScreen
if PreviousWaypoint == nil then
CurrentVector, CurrentVectorOnScreen = Camera:WorldToScreenPoint(Object.Position)
PreviousVector, PreviousVectorOnScreen = Camera:WorldToScreenPoint(Character.PrimaryPart.Position)
else
CurrentVector, CurrentVectorOnScreen = Camera:WorldToScreenPoint(Object.Position)
PreviousVector, PreviousVectorOnScreen = Camera:WorldToScreenPoint(PreviousWaypoint.Position)
end
local Angle = math.atan2(CurrentVector.X - PreviousVector.X, CurrentVector.Y - PreviousVector.Y)
ClonedBreadcrumbFrame.Position = UDim2.new(0, CurrentVector.X, 0, CurrentVector.Y)
ClonedBreadcrumbFrame.Rotation = 0 - math.deg(Angle)
Also heres a gif, you can see they are slightly off.
https://gyazo.com/712fc3bafa3c09b300f03c5e0120714c
Thank you and have a good one!