private void Starfighter_OnRotationChanged(object sender, RotationChangedEventArgs e) { Starfighter o = (Starfighter)sender; //float tiltAngle = -Mathf.Sign(o.TranslateVector.x) * Mathf.Lerp(0, o.cameraFollowSpeedFactor * 30, Mathf.Abs(o.TranslateVector.normalized.x)); float starfighterTiltAngle = MathUtils.ToSignedAngle(o.transform.rotation.eulerAngles.z); float tiltAngle = MathUtils.AbsMin(starfighterTiltAngle, maxTiltAngle); transform.rotation = Quaternion.AngleAxis(tiltAngle, Vector3.forward); }
public float TestAbsMin(float value, float minValue) { return(MathUtils.AbsMin(value, minValue)); }