private void OnMove(GameEventBase gameEventBase) { InputMoveGameEvent inputMoveGameEvent = (InputMoveGameEvent)gameEventBase; switch (inputMoveGameEvent.MoveDir) { case MoveDir.Left: GameEntry.Camera.SetCameraRotate(0, inputMoveGameEvent.Speed); break; case MoveDir.Right: GameEntry.Camera.SetCameraRotate(1, inputMoveGameEvent.Speed); break; case MoveDir.Up: GameEntry.Camera.SetCameraUpAndDown(1); break; case MoveDir.Down: GameEntry.Camera.SetCameraUpAndDown(0); break; } Vector3 targetDir = deltaVec; targetDir = targetDir.GetRotateY(GameEntry.Camera.MainCamera.transform.eulerAngles.y); m_MoveComponent.ChangeSetInputMoveDirection(targetDir); }
private void OnSceneMove(GameEventBase gameEventBase) { InputMoveGameEvent inputMoveGameEvent = (InputMoveGameEvent)gameEventBase; switch (inputMoveGameEvent.MoveDir) { case MoveDir.Left: if (TranCam != null) { TranCam.Rotate(0, -inputMoveGameEvent.Speed * Time.deltaTime, 0); if (TranCam.localEulerAngles.y > 180) { TranCam.localEulerAngles = new Vector3(0, Mathf.Clamp(TranCam.localEulerAngles.y, 330f, 360f), 0); } else { TranCam.localEulerAngles = new Vector3(0, Mathf.Clamp(TranCam.localEulerAngles.y, 0, 30f), 0); } } break; case MoveDir.Right: if (TranCam != null) { TranCam.Rotate(0, inputMoveGameEvent.Speed * Time.deltaTime, 0); if (TranCam.localEulerAngles.y > 180) { TranCam.localEulerAngles = new Vector3(0, Mathf.Clamp(TranCam.localEulerAngles.y, 330f, 360f), 0); } else { TranCam.localEulerAngles = new Vector3(0, Mathf.Clamp(TranCam.localEulerAngles.y, 0, 30f), 0); } } break; case MoveDir.Up: break; case MoveDir.Down: break; } }