83 lines
2.4 KiB
C#
83 lines
2.4 KiB
C#
using UnityEngine;
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using System.Collections;
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[AddComponentMenu("Camera-Control/Mouse Look")]
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public class MouseLookAdvanced : MonoBehaviour
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{
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public float sensitivityX = 5F;
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public float sensitivityY = 5F;
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public float minimumX = -360F;
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public float maximumX = 360F;
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public float minimumY = -90F;
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public float maximumY = 90F;
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public float smoothSpeed = 20F;
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float verticalAcceleration = 0f;
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float rotationX = 0F;
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float smoothRotationX = 0F;
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float rotationY = 0F;
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float smoothRotationY = 0F;
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Vector3 vMousePos;
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public float Speed = 100f;
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void Start()
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{
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rotationY = -transform.localEulerAngles.x;
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rotationX = transform.localEulerAngles.y;
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smoothRotationX = transform.localEulerAngles.y;
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smoothRotationY = -transform.localEulerAngles.x;
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}
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void Update()
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{
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verticalAcceleration = 0.0f;
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if (Input.GetMouseButtonDown (1))
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{
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if(Cursor.lockState == CursorLockMode.Locked)
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{
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Cursor.lockState = CursorLockMode.None;
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}
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else
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{
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Cursor.lockState = CursorLockMode.Locked;
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}
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Cursor.visible = !Cursor.visible;
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}
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if (Input.GetKey(KeyCode.Space)) { verticalAcceleration = 1.0f; }
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if (Input.GetKey(KeyCode.LeftShift)) { verticalAcceleration = -1.0f; }
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if(Cursor.lockState != CursorLockMode.Locked)
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{
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return;
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}
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rotationX += Input.GetAxis("Mouse X") * sensitivityX;
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rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
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rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
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// smooth mouse look
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smoothRotationX += (rotationX - smoothRotationX) * smoothSpeed * Time.smoothDeltaTime;
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smoothRotationY += (rotationY - smoothRotationY) * smoothSpeed * Time.smoothDeltaTime;
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// transform camera to new direction
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transform.localEulerAngles = new Vector3(-smoothRotationY, smoothRotationX, 0);
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// handle camera movement via controller
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Vector3 inputMag = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
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Vector3 inputMoveDirection = transform.rotation * inputMag;
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transform.position += inputMoveDirection * Speed * Time.smoothDeltaTime;
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transform.position += new Vector3(0f, (Speed/2f) * verticalAcceleration * Time.smoothDeltaTime, 0);
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//transform.position += Vector3.up * (Input.GetAxis("VerticalOffset") * 10.0f * Time.smoothDeltaTime);
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transform.position += (transform.rotation * Vector3.forward) * Input.GetAxis("Mouse ScrollWheel") * 200.0f;
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}
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}
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