/// <summary> /// Rotate transform based on input value from InputBridge /// </summary> private void ProcessRotation() { currentRotation += inputBridge.LookAxis().x * Time.deltaTime * 10; transformToRotate.localRotation = Quaternion.Euler(Vector3.up * currentRotation); }
/// <summary> /// Rotate transform based on input value from InputBridge /// </summary> private void ProcessRotation() { if (invert) { currentRotation += inputBridge.LookAxis().y * Time.deltaTime * 10; } else { currentRotation -= inputBridge.LookAxis().y * Time.deltaTime * 10; } currentRotation = Mathf.Clamp(currentRotation, -upperLimit, lowerLimit); transformToRotate.localRotation = Quaternion.Euler(Vector3.right * currentRotation); }