如何平滑地钳制控制器输入?

How do I smoothly clamp controller input?

我正在尝试根据控制器上的操纵杆输入来旋转物体,然后将其固定在最大旋转位置。当我使用 Mathf.Clamp() 时,旋转正好碰到那堵墙,感觉不太好。我也尝试过使用 Mathf.SmoothDamp() 并产生类似的结果。有没有办法在考虑摇杆输入的情况下平滑地接近最大旋转角度?

    void Update()
    {
        SmoothRotate();
    }

    void SmoothRotate()
    {
        rotateX += iR.leftStickY * rotationSensitivity * Time.deltaTime;
        rotateX = Mathf.Clamp(rotateX, -maxPitchAngle, maxPitchAngle);
        currentRotX = Mathf.Lerp(currentRotX, rotateX, .5f);

        rotateZ += iR.leftStickX * rotationSensitivity * Time.deltaTime;
        rotateZ = Mathf.Clamp(rotateZ, -maxPitchAngle, maxPitchAngle);
        currentRotZ = Mathf.Lerp(currentRotZ, rotateZ, .5f);

        transform.eulerAngles = new Vector3(currentRotX, currentAngle.y, currentRotZ);
    }

非常感谢任何帮助。

试试这个东西

 public float mouseSensitivity = 10.0f;
 public Transform target;
 public float dstFromTarget = 2.0f;
 public float yaw;
 public float pitch;
 public Vector2 pitchMinMax = new Vector2(-50, 85);
 public float rotationSmoothTime = 0.02f;
 Vector3 rotationSmoothVelocity;
 Vector3 currentRotation;


 void Update()
 {
     SmoothRotate();
 }

 void SmoothRotate()
 {
     //Mouse Movement
     yaw += iR.leftStickX * mouseSensitivity;
     pitch -=  iR.leftStickY * mouseSensitivity;
 
     // Clamp
     pitch = Mathf.Clamp(pitch, -maxPitchAngle, maxPitchAngle);

  
     transform.eulerAngles = Vector3.SmoothDamp(currentRotation, new Vector3(pitch, yaw), ref rotationSmoothVelocity, rotationSmoothTime);
   

 }