private void SetCurrentCameraRotationEnum(DesiredRotation d) { Debug.Log($"Previous Camera Rotation: {currentCameraRotation}, Desired Rotation: {d}"); if (currentCameraRotation == CameraRotation.left_back) { if (d == DesiredRotation.right) { currentCameraRotation = CameraRotation.left_front; } else { currentCameraRotation = CameraRotation.right_back; } } if (currentCameraRotation == CameraRotation.left_front) { if (d == DesiredRotation.right) { currentCameraRotation = CameraRotation.right_front; } else { currentCameraRotation = CameraRotation.left_back; } } if (currentCameraRotation == CameraRotation.right_front) { if (d == DesiredRotation.right) { currentCameraRotation = CameraRotation.right_back; } else { currentCameraRotation = CameraRotation.left_front; } } if (currentCameraRotation == CameraRotation.right_back) { if (d == DesiredRotation.right) { currentCameraRotation = CameraRotation.left_back; } else { currentCameraRotation = CameraRotation.right_front; } } Debug.Log($"Next Camera Rotation: {currentCameraRotation}, Desired Rotation: {d}"); }
private void RotateCamera(DesiredRotation desiredRotation) { switch (desiredRotation) { case DesiredRotation.left: Camera.main.transform.parent.eulerAngles = new Vector3(Camera.main.transform.parent.eulerAngles.x, Mathf.RoundToInt(Camera.main.transform.parent.eulerAngles.y - 90), Camera.main.transform.parent.eulerAngles.z); SetCurrentCameraRotationEnum(desiredRotation); DisplayWalls(); break; case DesiredRotation.right: Camera.main.transform.parent.eulerAngles = new Vector3(Camera.main.transform.parent.eulerAngles.x, Camera.main.transform.parent.eulerAngles.y + 90, Camera.main.transform.parent.eulerAngles.z); SetCurrentCameraRotationEnum(desiredRotation); DisplayWalls(); break; } }