Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- // Get input and do some calculations on it.
- MouseX = playerControls.Gameplay.Look.ReadValue<Vector2>().x * CameraSensitivity;
- MouseY = playerControls.Gameplay.Look.ReadValue<Vector2>().y * CameraSensitivity;
- if (invertLook)
- {
- MouseX = -MouseX;
- MouseY = -MouseY;
- }
- cameraRotX += MouseX;
- cameraRotY -= MouseY;
- cameraRotY = Mathf.Clamp(cameraRotY, -MaxLookAngle, MaxLookAngle);
- // Assign the rot values.
- CameraHolder.transform.rotation = Quaternion.Lerp(CameraHolder.transform.rotation, Quaternion.Euler(cameraRotY, cameraRotX, 0), Time.deltaTime * cameraSmoothing * cameraDivisionAmount);
- armsObject.transform.rotation = Orientation.transform.rotation;
- Orientation.transform.rotation = Quaternion.Euler(0, cameraRotX, 0);
- PlayerModel.transform.rotation = Orientation.transform.rotation;
Advertisement
Add Comment
Please, Sign In to add comment