using System.Collections; using System.Collections.Generic; using UnityEngine; using Photon.Pun; public class MouseLook : MonoBehaviourPunCallbacks { [SerializeField] float sensitivityX = 5f; [SerializeField] float sensitivityY = 5f; float mouseX, mouseY; [SerializeField] Transform playerCamera; [SerializeField] float xClamp = 85f; float xRotation = 0f; [SerializeField] GameObject plcamera; [SerializeField] LayerMask layerMask; private void Awake() { if(!photonView.IsMine) { plcamera.SetActive(false); } //Cursor.lockState = CursorLockMode.Locked; } private void Update() { transform.Rotate(Vector3.up, mouseX * Time.deltaTime); xRotation -= mouseY; xRotation = Mathf.Clamp(xRotation, -xClamp, xClamp); Vector3 targetRotation = transform.eulerAngles; targetRotation.x = xRotation; playerCamera.eulerAngles = targetRotation; RaycastHit hit; if (Physics.Raycast(playerCamera.position, transform.TransformDirection(Vector3.forward), out hit, 1f, layerMask)) { Debug.LogWarning(hit.transform.name); if (hit.transform.gameObject.name == "VR-door") { GameObject door = hit.transform.gameObject; int direction = 0; if (playerCamera.position.z - door.transform.position.z < 0) direction = -1; else direction = 1; door.GetComponent().AddForce(transform.TransformDirection(Vector3.forward) * 10f); } } } public void Action() { Debug.Log("ACTION"); RaycastHit actionHit; if (Physics.Raycast(playerCamera.position, transform.TransformDirection(Vector3.forward), out actionHit, 1f)) { if(actionHit.transform.gameObject.tag == "Treasure") { Debug.Log("OBJECT FOUND"); actionHit.transform.GetComponent().CollectedPun(); } } } public void ReceiveInput (Vector2 mouseInput) { mouseX = mouseInput.x * sensitivityX; mouseY = mouseInput.y * sensitivityY; } }