76 lines
2.9 KiB
C#
76 lines
2.9 KiB
C#
using UnityEngine;
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// Very simple smooth mouselook modifier for the MainCamera in Unity
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// by Francis R. Griffiths-Keam - www.runningdimensions.com
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// modified from source: http://forum.unity3d.com/threads/a-free-simple-smooth-mouselook.73117/
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namespace TTDemoScripts
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{
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public class SimpleSmoothMouseLook : MonoBehaviour
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{
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Vector2 _mouseAbsolute;
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Vector2 _smoothMouse;
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public Vector2 clampInDegrees = new Vector2(360, 180);
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public bool lockCursor;
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public Vector2 sensitivity = new Vector2(2, 2);
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public Vector2 smoothing = new Vector2(3, 3);
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public Vector2 targetDirection;
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void Start()
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{
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// Set target direction to the camera's initial orientation.
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targetDirection = transform.localRotation.eulerAngles;
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}
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void Update()
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{
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// pressing esc toggles between hide/show (good for webplayer/webgl + editor)
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if (Input.GetKeyDown(KeyCode.Escape))
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{
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lockCursor = !lockCursor;
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}
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Cursor.lockState = lockCursor ? CursorLockMode.Locked : CursorLockMode.None;
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Cursor.visible = !lockCursor;
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// Allow the script to clamp based on a desired target value.
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var targetOrientation = Quaternion.Euler(targetDirection);
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// Get raw mouse input for a cleaner reading on more sensitive mice.
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var mouseDelta = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));
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// Scale input against the sensitivity setting and multiply that against the smoothing value.
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mouseDelta = Vector2.Scale(mouseDelta, new Vector2(sensitivity.x * smoothing.x, sensitivity.y * smoothing.y));
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// Interpolate mouse movement over time to apply smoothing delta.
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_smoothMouse.x = Mathf.Lerp(_smoothMouse.x, mouseDelta.x, 1f / smoothing.x);
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_smoothMouse.y = Mathf.Lerp(_smoothMouse.y, mouseDelta.y, 1f / smoothing.y);
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// Find the absolute mouse movement value from point zero.
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_mouseAbsolute += _smoothMouse;
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// Clamp and apply the local x value first, so as not to be affected by world transforms.
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if (clampInDegrees.x < 360)
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_mouseAbsolute.x = Mathf.Clamp(_mouseAbsolute.x, -clampInDegrees.x * 0.5f, clampInDegrees.x * 0.5f);
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var xRotation = Quaternion.AngleAxis(-_mouseAbsolute.y, targetOrientation * Vector3.right);
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transform.localRotation = xRotation;
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// Then clamp and apply the global y value.
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if (clampInDegrees.y < 360)
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_mouseAbsolute.y = Mathf.Clamp(_mouseAbsolute.y, -clampInDegrees.y * 0.5f, clampInDegrees.y * 0.5f);
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transform.localRotation *= targetOrientation;
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var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, transform.InverseTransformDirection(Vector3.up));
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transform.localRotation *= yRotation;
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}
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}
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} |