private void SetAimPosition() { float localScaleAllAxis = _toScale.localScale.x; float max = _minMaxZoom.y - _minMaxZoom.x; float percent = ((localScaleAllAxis - _minMaxZoom.y) * 100 / max) + 100; percent = Mathf.Clamp(percent / 100f, 0f, 1f); _lookAt.SetPercent(percent); _lookAt.Stick(); }
/// <summary> /// move up-down in the dolly /// </summary> private void InputDolly() { Vector2 dirInput = _cameraInput; if (Mathf.Abs(dirInput.y) >= _deadZoneVerti) { float remapedInput = ExtMathf.Remap(Mathf.Abs(dirInput.y), _deadZoneVerti, 1f, 0f, 1f); _followPercent -= _speedDolly * remapedInput * Mathf.Sign(dirInput.y) * Time.deltaTime; _followPercent = Mathf.Clamp(_followPercent, 0, 1f); } _follow.SetPercent(_followPercent); }