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- float yawDelta = yawSpeed * _yawRate * Time.deltaTime;
- float offCenterYaw = _CurrentYaw - yawCenter;
- // If we're moving away from the center, slow down as we approach the edge.
- if (yawDelta * offCenterYaw > 0)
- {
- float extremityYaw = offCenterYaw / yawRange;
- yawDelta *= 1.0f - extremityYaw * extremityYaw;
- }
- // Ensure we never overshoot the allowed range.
- _CurrentYaw = Mathf.Clamp(_CurrentYaw + yawDelta,
- yawCenter - yawRange,
- yawCenter + yawRange);
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