private Vector3 GetCameraControlTranslation() | |
{ | |
InputDev inputDev = InputDev.Instance; | |
Vector3 deltaPosition = Vector3.zero; | |
//deltaPosition += GetKeyDir("left", "right") * Camera.main.transform.right; //ここをコメントアウトする | |
//deltaPosition += GetKeyDir("down", "up") * Camera.main.transform.forward; //ここをコメントアウトする | |
// Support fly up/down keypresses if the current project maps it. This isn't a standard | |
// Unity InputManager mapping, so it has to gracefully fail if unavailable. | |
if (this.isFlyKeypressEnabled) | |
{ | |
try | |
{ | |
deltaPosition += InputCurve(Input.GetAxis("Fly")) * m_Veil.transform.up; | |
} | |
catch (System.Exception) | |
{ | |
this.isFlyKeypressEnabled = false; | |
} | |
} | |
// All input should come through inputDev, someday | |
deltaPosition += InputCurve(inputDev.VirtualCamTranslate.delta.x) * this.transform.right; | |
deltaPosition += InputCurve(inputDev.VirtualCamTranslate.delta.y) * this.transform.forward; | |
deltaPosition += InputCurve(inputDev.VirtualCamVertAndRoll.delta.x) * this.transform.up; | |
float accel = Input.GetKey(KeyCode.LeftShift) ? 1.0f : 0.1f; | |
return accel * deltaPosition; | |
} |
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