using Cinemachine;
using UnityEngine;
///
/// This is an add-on behaviour that globally maps the touch control
/// to standard input channels, such as mouse X and mouse Y.
/// Drop it on any game object in your scene.
///
public class CinemachineTouchInputMapper : MonoBehaviour
{
/// Sensitivity multiplier for x-axis
[Tooltip("Sensitivity multiplier for x-axis")]
public float TouchSensitivityX = 10f;
/// Sensitivity multiplier for y-axis
[Tooltip("Sensitivity multiplier for y-axis")]
public float TouchSensitivityY = 10f;
/// Input channel to spoof for X axis
[Tooltip("Input channel to spoof for X axis")]
public string TouchXInputMapTo = "Mouse X";
/// Input channel to spoof for Y axis
[Tooltip("Input channel to spoof for Y axis")]
public string TouchYInputMapTo = "Mouse Y";
void Start()
{
CinemachineCore.GetInputAxis = GetInputAxis;
}
private float GetInputAxis(string axisName)
{
if (Input.touchCount > 0)
{
if (axisName == TouchXInputMapTo)
return Input.touches[0].deltaPosition.x / TouchSensitivityX;
if (axisName == TouchYInputMapTo)
return Input.touches[0].deltaPosition.y / TouchSensitivityY;
}
return Input.GetAxis(axisName);
}
}