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- using UnityEngine;
- using System.Collections;
- /// MouseLook rotates the transform based on the mouse delta.
- /// Minimum and Maximum values can be used to constrain the possible rotation
- /// To make an FPS style character:
- /// - Create a capsule.
- /// - Add a rigid body to the capsule
- /// - Add the MouseLook script to the capsule.
- /// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
- /// - Add FPSWalker script to the capsule
- /// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
- /// - Add a MouseLook script to the camera.
- /// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
- [AddComponentMenu("Camera-Control/Mouse Look")]
- public class MouseLookiPhone : MonoBehaviour {
- public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
- public RotationAxes axes = RotationAxes.MouseXAndY;
- public float sensitivityX = 15F;
- public float sensitivityY = 15F;
- public float minimumX = -360F;
- public float maximumX = 360F;
- public float minimumY = -60F;
- public float maximumY = 60F;
- float rotationX = 0F;
- float rotationY = 0F;
- private float inputX = 0F;
- private float inputY = 0F;
- Quaternion originalRotation;
- public void CustomUpdate ()
- {
- if (axes == RotationAxes.MouseXAndY)
- {
- // Read the mouse input axis
- rotationX += inputX * sensitivityX;
- rotationY += inputY * sensitivityY;
- rotationX = ClampAngle (rotationX, minimumX, maximumX);
- rotationY = ClampAngle (rotationY, minimumY, maximumY);
- Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
- Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
- transform.localRotation = originalRotation * xQuaternion * yQuaternion;
- }
- else if (axes == RotationAxes.MouseX)
- {
- rotationX += inputX * sensitivityX;
- rotationX = ClampAngle (rotationX, minimumX, maximumX);
- Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
- transform.localRotation = originalRotation * xQuaternion;
- }
- else
- {
- rotationY += inputY * sensitivityY;
- rotationY = ClampAngle (rotationY, minimumY, maximumY);
- Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
- transform.localRotation = originalRotation * yQuaternion;
- }
- }
- void Start ()
- {
- // Make the rigid body not change rotation
- originalRotation = transform.localRotation;
- }
- public static float ClampAngle (float angle, float min, float max)
- {
- if (angle < -360F)
- angle += 360F;
- if (angle > 360F)
- angle -= 360F;
- return Mathf.Clamp (angle, min, max);
- }
- public void SetInput (Vector2 rightStickInput)
- {
- inputX = rightStickInput.x * 0.1F;
- inputY = rightStickInput.y * 0.1F;
- }
- }
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