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);
        }
    }
Exemple #2
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    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);
        }
    }