64 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			64 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using UnityEngine;
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using System.Collections;
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/// MouseLook rotates the transform based on the mouse delta.
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/// Minimum and Maximum values can be used to constrain the possible rotation
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/// To make an FPS style character:
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/// - Create a capsule.
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/// - Add the MouseLook script to the capsule.
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///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
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/// - Add FPSInputController script to the capsule
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///   -> A CharacterMotor and a CharacterController component will be automatically added.
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/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
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/// - Add a MouseLook script to the camera.
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///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
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[AddComponentMenu("Camera-Control/Mouse Look")]
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public class MouseLook : MonoBehaviour {
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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 rotationY = 0F;
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	void Update ()
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	{
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		if (axes == RotationAxes.MouseXAndY)
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		{
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			float rotationX = transform.localEulerAngles.y + 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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			transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
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		}
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		else if (axes == RotationAxes.MouseX)
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		{
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			transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
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		}
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		else
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		{
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			rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
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			rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
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			transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
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		}
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	}
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	void Start ()
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	{
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		// Make the rigid body not change rotation
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		if (GetComponent<Rigidbody>())
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			GetComponent<Rigidbody>().freezeRotation = true;
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	}
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}
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