Advertisement
Guest User

Untitled

a guest
Jun 18th, 2014
418
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
C# 2.75 KB | None | 0 0
  1.     Vector3 gravityUp = myPlayerGO.transform.position - new Vector3(0,0,0);
  2.                 gravityUp.Normalize();
  3.                 myRigidbody.AddForce(gravityUp * Gravity * myRigidbody.mass);
  4.                 if(Grounded >= 1)
  5.                     myRigidbody.drag = 0.1f;
  6.                 else
  7.                     myRigidbody.drag = 1.0f;
  8.                 Quaternion quatern = Quaternion.FromToRotation(transform.up, gravityUp);
  9.                 transform.rotation = quatern * transform.rotation;
  10.  
  11.                 CameraLookAt.transform.position = transform.position + transform.up;
  12.                 if(myRigidbody.velocity.magnitude < MoveSpeed() && Grounded >= 1)
  13.                 {
  14.                     myRigidbody.AddForce(myPlayerGO.transform.forward * VAxis * MoveSpeed());
  15.                     myRigidbody.AddForce(myPlayerGO.transform.right * HAxis * MoveSpeed());
  16.                 }
  17.                 if(Jumping == true && Grounded >= 1)
  18.                 {
  19.                     myRigidbody.velocity = myRigidbody.velocity + (myRigidbody.transform.up * JumpSpeed);
  20.                     Jumping = false;
  21.                 }
  22.                 if(PlayerIsCombative || (!PlayerIsCombative && MouseButton2))
  23.                 {
  24.                     MouseX += MouseXAxis * 5f;
  25.                     MouseY -= MouseYAxis * 5f;
  26.                     if (MouseY < -360) MouseY += 360;
  27.                     if (MouseY > 360) MouseY -= 360;
  28.                 }
  29.                 if(MouseScrollAxis < -0.01f || MouseScrollAxis > 0.01f)
  30.                 {
  31.                     desiredDistance = Mathf.Clamp(Distance - MouseScrollAxis * 5f,0.5f,10f);
  32.                     preOccludedDistance = desiredDistance;
  33.                     distanceSmooth = 0.05f;
  34.                 }
  35.                 int count = 0;
  36.                 do
  37.                 {
  38.                     Vector3 direction = new Vector3(0, 0, -preOccludedDistance);
  39.                     Quaternion rotation = Quaternion.Euler(MouseY, MouseX, 0);
  40.                     if(desiredDistance  < preOccludedDistance)
  41.                     {
  42.                         Vector3 pos = CameraLookAt.transform.position + rotation * direction;
  43.                         float nearestDistance = CheckCameraPoints(CameraLookAt.transform.position, pos);
  44.                         if(nearestDistance == -1 || nearestDistance > preOccludedDistance)
  45.                             desiredDistance = preOccludedDistance;
  46.                     }
  47.                     Distance = Mathf.SmoothDamp(Distance, desiredDistance, ref velDistance, distanceSmooth);
  48.                     direction = new Vector3(0, 0, -Distance);
  49.                     desiredPosition = CameraLookAt.transform.position + direction;
  50.                     count++;
  51.                 }
  52.                 while(CheckIfOccluded(count));
  53.                 CheckCameraPoints(CameraLookAt.transform.position, desiredPosition);
  54.                 myPlayerCameraGO.transform.position = desiredPosition;
  55.                 myPlayerCameraGO.transform.LookAt(CameraLookAt.transform.position,gravityUp);
  56.                 myPlayerCameraGO.transform.RotateAround(CameraLookAt.transform.position,gravityUp,MouseX);
  57.                 myPlayerCameraGO.transform.RotateAround(CameraLookAt.transform.position,myPlayerCameraGO.transform.right,MouseY);
  58.                 if(((HAxis != 0 || VAxis !=0) && MouseButton2) || PlayerIsCombative)
  59.                 {
  60.                     transform.Rotate(gravityUp,rotoffset + (MouseXAxis*5f),Space.World);
  61.                     rotoffset = 0f;
  62.                 }
  63.                 else if(MouseButton2)
  64.                     rotoffset = rotoffset + (MouseXAxis*5f);
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement