Fixed Neck

Fixed the Player Controller Prefab
This commit is contained in:
juliuse98
2021-10-21 22:03:07 +02:00
parent 9f66155cd7
commit 18d90a2119
5 changed files with 186 additions and 35 deletions

View File

@@ -12,9 +12,9 @@ public class PlayerController : MonoBehaviour
[SerializeField] private Transform playerNeck = null;
[SerializeField] private float mouseSensitivity = 4.0f;
[SerializeField] private float maxCameraAngle = -90f;
[SerializeField] private float neckStartAngle = 0f;
[SerializeField] private float minCameraAngle = 90f;
[SerializeField] private float maxCameraAngle = 90f;
[SerializeField] private float minCameraAngle = -90f;
[SerializeField] private float neckLength = 0.2f;
[SerializeField] [Range(0.0f, 0.5f)] private float mouseSmoothTime = 0.001f;
@@ -22,6 +22,7 @@ public class PlayerController : MonoBehaviour
[Header("Movement")]
[SerializeField] private float walkSpeed = 6.0f;
[SerializeField] private float sprintSpeed = 10.0f;
[SerializeField][Range(0.0f, 0.5f)] private float moveSmoothTime = 0.05f;
[SerializeField] float gravity = -13.0f;
[SerializeField] private float jumpHeight;
@@ -32,9 +33,7 @@ public class PlayerController : MonoBehaviour
[SerializeField] private LayerMask groundMask;
public bool isGrounded;
private float fullPitch = 0f;
private float cameraPitch = 0f;
private float neckPitch = 0f;
private float viewPitch = 0f;
private float velocityY = 0.0f;
private CharacterController controller;
@@ -53,6 +52,10 @@ public class PlayerController : MonoBehaviour
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
//Position the camera at the height of the neck (set by the neckLength)
playerCamera.position = playerNeck.position;
playerCamera.position += playerNeck.up * neckLength;
}
private void Update()
{
@@ -70,30 +73,19 @@ public class PlayerController : MonoBehaviour
Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")); //Get the axis of the mouse
currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
fullPitch -= currentMouseDelta.y * mouseSensitivity;
fullPitch = Mathf.Clamp(fullPitch,-maxCameraAngle,-minCameraAngle);
//cameraPitch = Mathf.Clamp(fullPitch, -90, 45);
//neckPitch = Mathf.Clamp(fullPitch, 45, 90);
Debug.Log("fullPitch: " + fullPitch);
viewPitch -= currentMouseDelta.y * mouseSensitivity;
if (fullPitch >= neckStartAngle) {
playerNeck.localEulerAngles = Vector3.right * (fullPitch - neckStartAngle);
viewPitch = Mathf.Clamp(viewPitch,-maxCameraAngle,-minCameraAngle);
if (viewPitch >= neckStartAngle)
{
playerNeck.localEulerAngles = Vector3.right * (viewPitch - neckStartAngle);
}
else {
playerCamera.localEulerAngles = Vector3.right * fullPitch;
else
{
playerCamera.localEulerAngles = Vector3.right * viewPitch;
}
playerCamera.position = playerNeck.position;
playerCamera.position += playerNeck.up * neckLength;
/*
playerNeck.localEulerAngles = Vector3.right * neckPitch;
playerCamera.localEulerAngles = Vector3.right * cameraPitch;
playerCamera.position = playerNeck.position;
playerCamera.position += playerNeck.up * neckLength;*/
//playerCamera.RotateAround(playerNeck.position, Vector3.right, cameraPitch* Mathf.Deg2Rad - playerCamera.transform.rotation.x);
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity); //Rotate the hole player if looked sideways (Rotates the player left and right)
}