Refactor target look offset calculation using applyTargetLookOffsetDelta

This commit is contained in:
2026-04-25 17:27:00 +02:00
parent 98610c53d3
commit 793b675e74

View File

@@ -366,21 +366,9 @@ export class ThirdPersonNavigationController implements NavigationController {
targetLookResult.switchedTarget !== true &&
targetLookResult.switchInputHeld !== true
) {
this.targetLookOffsetYawRadians = Math.max(
-TARGET_LOOK_OFFSET_YAW_LIMIT,
Math.min(
TARGET_LOOK_OFFSET_YAW_LIMIT,
this.targetLookOffsetYawRadians -
lookInput.horizontal * TARGET_LOOK_OFFSET_GAMEPAD_SPEED * dt
)
);
this.targetLookOffsetPitchRadians = Math.max(
-TARGET_LOOK_OFFSET_PITCH_LIMIT,
Math.min(
TARGET_LOOK_OFFSET_PITCH_LIMIT,
this.targetLookOffsetPitchRadians -
lookInput.vertical * TARGET_LOOK_OFFSET_GAMEPAD_SPEED * dt
)
this.applyTargetLookOffsetDelta(
-lookInput.horizontal * TARGET_LOOK_OFFSET_GAMEPAD_SPEED * dt,
-lookInput.vertical * TARGET_LOOK_OFFSET_GAMEPAD_SPEED * dt
);
}
} else if (!cameraDrivenExternally && lookInputActive) {
@@ -771,21 +759,9 @@ export class ThirdPersonNavigationController implements NavigationController {
targetLookResult.switchedTarget !== true &&
targetLookResult.switchInputHeld !== true
) {
this.targetLookOffsetYawRadians = Math.max(
-TARGET_LOOK_OFFSET_YAW_LIMIT,
Math.min(
TARGET_LOOK_OFFSET_YAW_LIMIT,
this.targetLookOffsetYawRadians -
deltaX * TARGET_LOOK_OFFSET_POINTER_SENSITIVITY
)
);
this.targetLookOffsetPitchRadians = Math.max(
-TARGET_LOOK_OFFSET_PITCH_LIMIT,
Math.min(
TARGET_LOOK_OFFSET_PITCH_LIMIT,
this.targetLookOffsetPitchRadians +
deltaY * TARGET_LOOK_OFFSET_POINTER_SENSITIVITY
)
this.applyTargetLookOffsetDelta(
-deltaX * TARGET_LOOK_OFFSET_POINTER_SENSITIVITY,
deltaY * TARGET_LOOK_OFFSET_POINTER_SENSITIVITY
);
}
return;