forked from BilalY/Rasagar
32 lines
1.1 KiB
C#
32 lines
1.1 KiB
C#
using System.ComponentModel;
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using UnityEngine.InputSystem.LowLevel;
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namespace UnityEngine.InputSystem.Processors
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{
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[DesignTimeVisible(false)]
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internal class CompensateDirectionProcessor : InputProcessor<Vector3>
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{
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public override Vector3 Process(Vector3 value, InputControl control)
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{
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if (!InputSystem.settings.compensateForScreenOrientation)
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return value;
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var rotation = Quaternion.identity;
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switch (InputRuntime.s_Instance.screenOrientation)
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{
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case ScreenOrientation.PortraitUpsideDown: rotation = Quaternion.Euler(0, 0, 180); break;
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case ScreenOrientation.LandscapeLeft: rotation = Quaternion.Euler(0, 0, 90); break;
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case ScreenOrientation.LandscapeRight: rotation = Quaternion.Euler(0, 0, 270); break;
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}
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return rotation * value;
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}
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public override string ToString()
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{
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return "CompensateDirection()";
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}
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public override CachingPolicy cachingPolicy => CachingPolicy.EvaluateOnEveryRead;
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}
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}
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