Example #1
0
    private void MoveCameraBasedOnInput()
    {
        var inputY         = _inputProvider.ProvideLookInputY();
        var inputX         = _inputProvider.ProvideLookInputX();
        var clampDirection = CameraClampDirection.none;

        _accumulatedInputY += inputY;
        if (_accumulatedInputY > 90f)
        {
            clampDirection = CameraClampDirection.up;
        }
        else if (_accumulatedInputY < -90f)
        {
            clampDirection = CameraClampDirection.down;
        }

        _accumulatedInputY = Mathf.Clamp(_accumulatedInputY, -90f, 90f);
        SetCameraRotationToMaximumAllowedIfNeeded(clampDirection);

        // Up/down movement needs to be clamped
        if (clampDirection == CameraClampDirection.none)
        {
            transform.Rotate(Vector3.left * inputY);
        }

        // But left/right movement does not
        playerTransform.Rotate(Vector3.up * inputX);
    }