using System.ComponentModel; using UnityEngine.InputSystem.LowLevel; namespace UnityEngine.InputSystem.Processors { [DesignTimeVisible(false)] internal class CompensateDirectionProcessor : InputProcessor { 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; } }