Пример #1
0
 new void Update()
 {
     base.Update();
     if (maxTimer > 0f)
     {
         countTimer += Time.deltaTime;
     }
     SubUpdate();
     if (followVector != FollowObject.transform.position)
     {
         DoUpdate = true;
     }
     followVector = FollowObject.transform.position;
     SeeLimit();
     SeeFollow();
     EulerAngle = VecComp.AbsDeg(EulerAngle);
 }
Пример #2
0
 /// <summary>
 /// 視点の範囲制限、0~360で正規化
 /// </summary>
 float SeeLimit(float value, ref float min, ref float max)
 {
     if ((max == 0f) && (min == 0f))
     {
         return(value);
     }
     if (max < 0)
     {
         max = VecComp.AbsDeg(max);
     }
     if (min < 0)
     {
         min = VecComp.AbsDeg(min);
     }
     if (min > max)
     {
         float mid = (min + max) / 2;
         if (max < value && value < min)
         {
             if (mid >= value)
             {
                 value = max;
             }
             else
             {
                 value = min;
             }
         }
     }
     else
     {
         if (max < value)
         {
             value = max;
         }
         else if (min > value)
         {
             value = min;
         }
     }
     return(value);
 }