UI 자동화를 위해 바인딩 기능 구현
- 유니티 에셋 인증 오류로 meta 재생성
This commit is contained in:
@@ -0,0 +1,31 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user