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- using UnityEngine;
- // Very simple smooth mouselook modifier for the MainCamera in Unity
- // by Francis R. Griffiths-Keam - www.runningdimensions.com
- [AddComponentMenu("Camera/Simple Smooth Mouse Look ")]
- public class Aim : MonoBehaviour
- {
- Vector2 _mouseAbsolute;
- Vector2 _smoothMouse;
- public Vector2 clampInDegrees = new Vector2(360, 180);
- public bool lockCursor;
- public Vector2 sensitivity = new Vector2(2, 2);
- public Vector2 smoothing = new Vector2(3, 3);
- public Vector2 targetDirection;
- public Vector2 targetCharacterDirection;
- // Assign this if there's a parent object controlling motion, such as a Character Controller.
- // Yaw rotation will affect this object instead of the camera if set.
- public GameObject characterBody;
- void Start()
- {
- // Set target direction to the camera's initial orientation.
- targetDirection = transform.localRotation.eulerAngles;
- // Set target direction for the character body to its inital state.
- if (characterBody) targetCharacterDirection = characterBody.transform.localRotation.eulerAngles;
- }
- void Update()
- {
- // Ensure the cursor is always locked when set
- Screen.lockCursor = lockCursor;
- // Allow the script to clamp based on a desired target value.
- var targetOrientation = Quaternion.Euler(targetDirection);
- var targetCharacterOrientation = Quaternion.Euler(targetCharacterDirection);
- // Get raw mouse input for a cleaner reading on more sensitive mice.
- var mouseDelta = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));
- // Scale input against the sensitivity setting and multiply that against the smoothing value.
- mouseDelta = Vector2.Scale(mouseDelta, new Vector2(sensitivity.x * smoothing.x, sensitivity.y * smoothing.y));
- // Interpolate mouse movement over time to apply smoothing delta.
- _smoothMouse.x = Mathf.Lerp(_smoothMouse.x, mouseDelta.x, 1f / smoothing.x);
- _smoothMouse.y = Mathf.Lerp(_smoothMouse.y, mouseDelta.y, 1f / smoothing.y);
- // Find the absolute mouse movement value from point zero.
- _mouseAbsolute += _smoothMouse;
- // Clamp and apply the local x value first, so as not to be affected by world transforms.
- if (clampInDegrees.x < 360)
- _mouseAbsolute.x = Mathf.Clamp(_mouseAbsolute.x, -clampInDegrees.x * 0.5f, clampInDegrees.x * 0.5f);
- var xRotation = Quaternion.AngleAxis(-_mouseAbsolute.y, targetOrientation * Vector3.right);
- transform.localRotation = xRotation;
- // Then clamp and apply the global y value.
- if (clampInDegrees.y < 360)
- _mouseAbsolute.y = Mathf.Clamp(_mouseAbsolute.y, -clampInDegrees.y * 0.5f, clampInDegrees.y * 0.5f);
- transform.localRotation *= targetOrientation;
- // If there's a character body that acts as a parent to the camera
- if (characterBody)
- {
- var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, characterBody.transform.up);
- characterBody.transform.localRotation = yRotation;
- characterBody.transform.localRotation *= targetCharacterOrientation;
- }
- else
- {
- var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, transform.InverseTransformDirection(Vector3.up));
- transform.localRotation *= yRotation;
- }
- }
- }
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