From 3bb99aaf1ea7b82fc1d72e9b10be9912d28ae67c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lo=C5=A1a=20Ceviel?= Date: Sat, 15 Nov 2025 13:59:32 +0300 Subject: [PATCH] =?UTF-8?q?=D0=A4=D0=B8=D0=BA=D1=81=20=D0=BF=D1=80=D0=B8?= =?UTF-8?q?=D0=BA=D0=BE=D0=BB=D0=BE=D0=B2=20=D1=81=20=D0=BA=D0=B0=D0=BC?= =?UTF-8?q?=D0=B5=D1=80=D0=BE=D0=B9?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Assets/Code/Gameplay/Camera/CameraStates/BaseCameraState.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Game/CourierOld/Assets/Code/Gameplay/Camera/CameraStates/BaseCameraState.cs b/Game/CourierOld/Assets/Code/Gameplay/Camera/CameraStates/BaseCameraState.cs index ad3b2fa..af6d7f0 100644 --- a/Game/CourierOld/Assets/Code/Gameplay/Camera/CameraStates/BaseCameraState.cs +++ b/Game/CourierOld/Assets/Code/Gameplay/Camera/CameraStates/BaseCameraState.cs @@ -116,7 +116,7 @@ namespace Code.Gameplay.Camera.CameraStates protected void HandleRotationInput(float deltaTime, Vector3 rotationInput, out Quaternion targetRotation) { // Вращение вокруг вертикальной оси (горизонтальный поворот) - var rotationFromInput = Quaternion.Euler(FollowTransform.up * (rotationInput.x * RotationSpeed)); + var rotationFromInput = Quaternion.Euler(Vector3.up * (rotationInput.x * RotationSpeed)); PlanarDirection = rotationFromInput * PlanarDirection; var planarRotation = Quaternion.LookRotation(PlanarDirection, FollowTransform.up);