Example #1
0
    void UpdateTargetFromInput(PlayerInput input)
    {
        MovementState new_target_movement_state = new MovementState();

        new_target_movement_state.movement = GetMovementVector(input.movement);

        /*
         * new_target_movement_state.rotationX = Mathf.Clamp(
         * CURRENT_STATE.rotationX + 360f - input.UDRotation,
         * ConfigurableConstants.PLAYER_LOOK_ANGLE_MIN + 360f, ConfigurableConstants.PLAYER_LOOK_ANGLE_MAX + 360f);
         */
        new_target_movement_state.rotationX = Lib.AngleClamp180(
            CURRENT_STATE.rotationX - input.UDRotation,
            ConfigurableConstants.PLAYER_LOOK_ANGLE_MIN, ConfigurableConstants.PLAYER_LOOK_ANGLE_MAX);
        new_target_movement_state.rotationY = CURRENT_STATE.rotationY + input.LRRotation;
        _target_state = new_target_movement_state;
    }
Example #2
0
 public void AngleClamp180_0()
 {
     Assert.AreEqual(
         0f,
         Lib.AngleClamp180(0f, -30f, 30f));
 }
Example #3
0
 public void AngleClamp180_325()
 {
     Assert.AreEqual(
         330f,
         Lib.AngleClamp180(325f, -30f, 30f));
 }
Example #4
0
 public void AngleClamp180_220()
 {
     Assert.AreEqual(
         210f,
         Lib.AngleClamp180(220f, -30f, 30f));
 }
Example #5
0
 public void AngleClamp180_55()
 {
     Assert.AreEqual(
         60f,
         Lib.AngleClamp180(55f, -30f, 30f));
 }
Example #6
0
 public void AngleClamp180_N15()
 {
     Assert.AreEqual(
         -15f,
         Lib.AngleClamp180(-15f, -30f, 30f));
 }