public SetOrientationOffset ( Quaternion orientationOffset ) : void | ||
orientationOffset | Quaternion | |
Résultat | void |
/// <summary> /// Sets the cameras. /// </summary> public void SetCameras() { if (CameraController != null) { // Make sure to set the initial direction of the camera // to match the game player direction CameraController.SetOrientationOffset(OrientationOffset); CameraController.SetYRotation(YRotation); } }
void Update() { #if (UNITY_EDITOR) if (AllowMouseLook) { if (LockMouse && CaptureMouseCursor) { Screen.lockCursor = true; } else { Screen.lockCursor = false; } if (CaptureMouseCursor) { OVRCameraController cameraController = GetComponent <OVRCameraController>(); float MousePitchDelta = Input.GetAxis("Mouse Y") * MouseSensitivityPitch; float MouseYawDelta = Input.GetAxis("Mouse X") * MouseSensitivityYaw * -1.0f; if (InvertPitch) { MouseYawDelta = -MouseYawDelta; } MouseAngles.x += MousePitchDelta; MouseAngles.y += MouseYawDelta; if (MousePitchDelta > 0.0f) { if (MouseAngles.x > 89.5f) { MouseAngles.x = 89.5f; } } else if (MousePitchDelta < 0.0f) { if (MouseAngles.x < -89.5f) { MouseAngles.x = -89.5f; } } MouseAngles.y = Mathf.Clamp(MouseAngles.y, -360.0f, 360.0f); Quaternion q = Quaternion.Euler(MouseAngles.x, MouseAngles.y, 0.0f); cameraController.SetOrientationOffset(q); } } #endif }