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- 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;
- }
- }
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