2022-06-29 14:45:17 +03:00

60 lines
2.0 KiB
C#

using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
[Serializable]
public class MouseLookHelper {
public float XSensitivity = 2f;
public float YSensitivity = 2f;
public bool clampVerticalRotation = true;
public float MinimumX = -90F;
public float MaximumX = 90F;
public bool smooth;
public float smoothTime = 5f;
private Quaternion m_CharacterTargetRot;
private Quaternion m_CameraTargetRot;
public void Init(Transform character, Transform camera) {
this.m_CharacterTargetRot = character.localRotation;
this.m_CameraTargetRot = camera.localRotation;
}
public void LookRotation(Transform character, Transform camera) {
float yRot = CrossPlatformInputManager.GetAxis("Mouse X") * this.XSensitivity;
float xRot = CrossPlatformInputManager.GetAxis("Mouse Y") * this.YSensitivity;
this.m_CharacterTargetRot *= Quaternion.Euler(0f, yRot, 0f);
this.m_CameraTargetRot *= Quaternion.Euler(-xRot, 0f, 0f);
if (this.clampVerticalRotation) {
this.m_CameraTargetRot = this.ClampRotationAroundXAxis(this.m_CameraTargetRot);
}
if (this.smooth) {
character.localRotation = Quaternion.Slerp(character.localRotation, this.m_CharacterTargetRot,
this.smoothTime * Time.deltaTime);
camera.localRotation = Quaternion.Slerp(camera.localRotation, this.m_CameraTargetRot,
this.smoothTime * Time.deltaTime);
}
else {
character.localRotation = this.m_CharacterTargetRot;
camera.localRotation = this.m_CameraTargetRot;
}
}
private Quaternion ClampRotationAroundXAxis(Quaternion q) {
q.x /= q.w;
q.y /= q.w;
q.z /= q.w;
q.w = 1.0f;
float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan(q.x);
angleX = Mathf.Clamp(angleX, this.MinimumX, this.MaximumX);
q.x = Mathf.Tan(0.5f * Mathf.Deg2Rad * angleX);
return q;
}
}