using UnityEngine; using System.Collections; using System.Collections.Generic; namespace MyFrameworkPure { [AddComponentMenu("Camera-Control/Smooth Mouse Look")] public class SmoothMouseLook : 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 List rotArrayX = new List(); float rotAverageX = 0F; private List rotArrayY = new List(); float rotAverageY = 0F; public float frameCounter = 20; public Quaternion originalRotation; void Update() { if (!Input.GetMouseButton(1)) return; if (axes == RotationAxes.MouseXAndY) { rotAverageY = 0f; rotAverageX = 0f; rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationX += Input.GetAxis("Mouse X") * sensitivityX; rotArrayY.Add(rotationY); rotArrayX.Add(rotationX); if (rotArrayY.Count >= frameCounter) { rotArrayY.RemoveAt(0); } if (rotArrayX.Count >= frameCounter) { rotArrayX.RemoveAt(0); } for (int j = 0; j < rotArrayY.Count; j++) { rotAverageY += rotArrayY[j]; } for (int i = 0; i < rotArrayX.Count; i++) { rotAverageX += rotArrayX[i]; } rotAverageY /= rotArrayY.Count; rotAverageX /= rotArrayX.Count; rotAverageY = ClampAngle(rotAverageY, minimumY, maximumY); rotAverageX = ClampAngle(rotAverageX, minimumX, maximumX); Quaternion yQuaternion = Quaternion.AngleAxis(rotAverageY, Vector3.left); Quaternion xQuaternion = Quaternion.AngleAxis(rotAverageX, Vector3.up); //transform.eulerAngles = originalRotation.eulerAngles + new Vector3(rotAverageY, rotAverageX, 0); transform.localRotation = originalRotation * xQuaternion * yQuaternion; } else if (axes == RotationAxes.MouseX) { rotAverageX = 0f; rotationX += Input.GetAxis("Mouse X") * sensitivityX; rotArrayX.Add(rotationX); if (rotArrayX.Count >= frameCounter) { rotArrayX.RemoveAt(0); } for (int i = 0; i < rotArrayX.Count; i++) { rotAverageX += rotArrayX[i]; } rotAverageX /= rotArrayX.Count; rotAverageX = ClampAngle(rotAverageX, minimumX, maximumX); Quaternion xQuaternion = Quaternion.AngleAxis(rotAverageX, Vector3.up); transform.localRotation = originalRotation * xQuaternion; } else { rotAverageY = 0f; rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotArrayY.Add(rotationY); if (rotArrayY.Count >= frameCounter) { rotArrayY.RemoveAt(0); } for (int j = 0; j < rotArrayY.Count; j++) { rotAverageY += rotArrayY[j]; } rotAverageY /= rotArrayY.Count; rotAverageY = ClampAngle(rotAverageY, minimumY, maximumY); Quaternion yQuaternion = Quaternion.AngleAxis(rotAverageY, Vector3.left); transform.localRotation = originalRotation * yQuaternion; } } void Start() { Rigidbody rb = GetComponent(); if (rb) rb.freezeRotation = true; originalRotation = transform.localRotation; } public static float ClampAngle(float angle, float min, float max) { angle = angle % 360; if ((angle >= -360F) && (angle <= 360F)) { if (angle < -360F) { angle += 360F; } if (angle > 360F) { angle -= 360F; } } return Mathf.Clamp(angle, min, max); } } }