//Rotate towards Target;
Quaternion newRotation = Quaternion.LookRotation(mTrans.position - target.position, Vector3.forward);
newRotation.x = 0.0f;
newRotation.y = 0.0f;
mTrans.rotation = newRotation;
//Set Length
float dist = Vector3.Distance(nguicam.WorldToScreenPoint(mTrans.position),nguicam.WorldToScreenPoint(target.position));
sprite.SetDimensions(width,(int)dist);