float GetDegreeRotation() { float degrees = 0f; float X = InputAbstraction.GetAxis(InputAbstraction.AxisAlias.X, InputAbstraction.PreferedHand()); float Y = InputAbstraction.GetAxis(InputAbstraction.AxisAlias.Y, InputAbstraction.PreferedHand()); bool XIsNegative = X < 0 ? true : false; bool YIsNegative = Y < 0 ? true : false; X = Mathf.Abs(X); Y = Mathf.Abs(Y); degrees = (YIsNegative ^ XIsNegative) ? Mathf.Atan(Y / X) * (180 / Mathf.PI) : Mathf.Atan(X / Y) * (180 / Mathf.PI); if (YIsNegative && !XIsNegative) { degrees += 90; } else if (YIsNegative && XIsNegative) { degrees += 180; } else if (!YIsNegative && XIsNegative) { degrees += 270; } return(degrees); }
// Update is called once per frame void Update() { m_Transform.localPosition = new Vector3( InputAbstraction.GetAxis(InputAbstraction.AxisAlias.X, hand, ignoreSDK) * amplitudeMaxX, m_Transform.localPosition.y, InputAbstraction.GetAxis(InputAbstraction.AxisAlias.Y, hand, ignoreSDK) * amplitudeMaxY); }