IndieGame/client/Packages/com.unity.inputsystem@1.7.0/InputSystem/Controls/Processors/CompensateDirectionProcessor.cs

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2024-10-11 10:12:15 +08:00
using System.ComponentModel;
using UnityEngine.InputSystem.LowLevel;
namespace UnityEngine.InputSystem.Processors
{
[DesignTimeVisible(false)]
internal class CompensateDirectionProcessor : InputProcessor<Vector3>
{
public override Vector3 Process(Vector3 value, InputControl control)
{
if (!InputSystem.settings.compensateForScreenOrientation)
return value;
var rotation = Quaternion.identity;
switch (InputRuntime.s_Instance.screenOrientation)
{
case ScreenOrientation.PortraitUpsideDown: rotation = Quaternion.Euler(0, 0, 180); break;
case ScreenOrientation.LandscapeLeft: rotation = Quaternion.Euler(0, 0, 90); break;
case ScreenOrientation.LandscapeRight: rotation = Quaternion.Euler(0, 0, 270); break;
}
return rotation * value;
}
public override string ToString()
{
return "CompensateDirection()";
}
public override CachingPolicy cachingPolicy => CachingPolicy.EvaluateOnEveryRead;
}
}