154 lines
4.7 KiB
C#
154 lines
4.7 KiB
C#
using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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namespace MyFrameworkPure
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{
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[AddComponentMenu("Camera-Control/Smooth Mouse Look")]
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public class SmoothMouseLook : MonoBehaviour
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{
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public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
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public RotationAxes axes = RotationAxes.MouseXAndY;
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public float sensitivityX = 15F;
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public float sensitivityY = 15F;
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public float minimumX = -360F;
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public float maximumX = 360F;
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public float minimumY = -60F;
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public float maximumY = 60F;
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float rotationX = 0F;
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float rotationY = 0F;
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private List<float> rotArrayX = new List<float>();
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float rotAverageX = 0F;
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private List<float> rotArrayY = new List<float>();
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float rotAverageY = 0F;
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public float frameCounter = 20;
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public Quaternion originalRotation;
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void Update()
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{
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if (!Input.GetMouseButton(1))
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return;
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if (axes == RotationAxes.MouseXAndY)
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{
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rotAverageY = 0f;
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rotAverageX = 0f;
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rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
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rotationX += Input.GetAxis("Mouse X") * sensitivityX;
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rotArrayY.Add(rotationY);
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rotArrayX.Add(rotationX);
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if (rotArrayY.Count >= frameCounter)
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{
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rotArrayY.RemoveAt(0);
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}
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if (rotArrayX.Count >= frameCounter)
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{
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rotArrayX.RemoveAt(0);
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}
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for (int j = 0; j < rotArrayY.Count; j++)
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{
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rotAverageY += rotArrayY[j];
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}
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for (int i = 0; i < rotArrayX.Count; i++)
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{
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rotAverageX += rotArrayX[i];
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}
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rotAverageY /= rotArrayY.Count;
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rotAverageX /= rotArrayX.Count;
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rotAverageY = ClampAngle(rotAverageY, minimumY, maximumY);
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rotAverageX = ClampAngle(rotAverageX, minimumX, maximumX);
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Quaternion yQuaternion = Quaternion.AngleAxis(rotAverageY, Vector3.left);
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Quaternion xQuaternion = Quaternion.AngleAxis(rotAverageX, Vector3.up);
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//transform.eulerAngles = originalRotation.eulerAngles + new Vector3(rotAverageY, rotAverageX, 0);
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transform.localRotation = originalRotation * xQuaternion * yQuaternion;
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}
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else if (axes == RotationAxes.MouseX)
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{
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rotAverageX = 0f;
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rotationX += Input.GetAxis("Mouse X") * sensitivityX;
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rotArrayX.Add(rotationX);
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if (rotArrayX.Count >= frameCounter)
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{
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rotArrayX.RemoveAt(0);
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}
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for (int i = 0; i < rotArrayX.Count; i++)
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{
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rotAverageX += rotArrayX[i];
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}
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rotAverageX /= rotArrayX.Count;
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rotAverageX = ClampAngle(rotAverageX, minimumX, maximumX);
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Quaternion xQuaternion = Quaternion.AngleAxis(rotAverageX, Vector3.up);
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transform.localRotation = originalRotation * xQuaternion;
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}
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else
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{
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rotAverageY = 0f;
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rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
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rotArrayY.Add(rotationY);
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if (rotArrayY.Count >= frameCounter)
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{
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rotArrayY.RemoveAt(0);
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}
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for (int j = 0; j < rotArrayY.Count; j++)
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{
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rotAverageY += rotArrayY[j];
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}
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rotAverageY /= rotArrayY.Count;
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rotAverageY = ClampAngle(rotAverageY, minimumY, maximumY);
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Quaternion yQuaternion = Quaternion.AngleAxis(rotAverageY, Vector3.left);
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transform.localRotation = originalRotation * yQuaternion;
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}
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}
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void Start()
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{
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Rigidbody rb = GetComponent<Rigidbody>();
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if (rb)
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rb.freezeRotation = true;
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originalRotation = transform.localRotation;
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}
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public static float ClampAngle(float angle, float min, float max)
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{
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angle = angle % 360;
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if ((angle >= -360F) && (angle <= 360F))
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{
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if (angle < -360F)
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{
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angle += 360F;
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}
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if (angle > 360F)
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{
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angle -= 360F;
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}
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}
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return Mathf.Clamp(angle, min, max);
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}
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}
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}
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