void UpdateView() { Vector2 viewDir = Vector2.zero; { viewDir.x = Input.GetAxisRaw("HorizontalView") * ViewSensitivityX; viewDir.y = Input.GetAxisRaw("VerticalView") * ViewSensitivityY; } float yaw1 = viewDir.x; float pitch1 = viewDir.y; bool Changed = (Mathf.Abs(yaw1) > 0.001F || Mathf.Abs(pitch1) > 0.001F); if (Changed) { //clamp to frame limit float RotSpeed = 360; float FrameLimit = (RotSpeed * Time.deltaTime); float OutYaw = PlayerControlStates.ClampAngle(yaw1, -FrameLimit, FrameLimit); float OutPitch = PlayerControlStates.ClampAngle(pitch1, -FrameLimit, FrameLimit); States.View.SetNewRotation(OutYaw, OutPitch); } }
void UpdateView() { if (!MogaGamepad.IsConnected()) { return; } float yaw1 = MogaGamepad.GetAxis(Moga.AXIS_Z) * ViewSensitivityX; float pitch1 = MogaGamepad.GetAxis(Moga.AXIS_RZ) * ViewSensitivityY; bool Changed = (Mathf.Abs(yaw1) > 0.001F || Mathf.Abs(pitch1) > 0.001F); if (Changed) { //clamp to frame limit float RotSpeed = 360; float FrameLimit = (RotSpeed * Time.deltaTime); float OutYaw = PlayerControlStates.ClampAngle(yaw1, -FrameLimit, FrameLimit); float OutPitch = PlayerControlStates.ClampAngle(pitch1, -FrameLimit, FrameLimit); States.View.SetNewRotation(OutYaw, OutPitch); } }