mirror of
https://github.com/DerTyp7/defrain-shooter-unity.git
synced 2025-10-29 12:52:07 +01:00
Merge branch 'player-controller' of https://github.com/DerTyp187/defrain into player-controller
This commit is contained in:
@@ -26,7 +26,7 @@ Transform:
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@@ -304,10 +304,10 @@ CharacterController:
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mouseSensitivity: 4
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maxCameraAngle: 90
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neckStartAngle: 0
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minCameraAngle: -90
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neckLength: 0.2
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mouseSmoothTime: 0.001
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lockCursor: 1
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walkSpeed: 6
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walkSpeed: 6
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moveSmoothTime: 0.05
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moveSmoothTime: 0.05
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gravity: -13
|
gravity: -13
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jumpHeight: 2
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jumpHeight: 2
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groundCheck: {fileID: 6272346182417644039}
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groundDistance: 0.4
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groundMask:
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groundMask:
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serializedVersion: 2
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@@ -406,7 +396,7 @@ MonoBehaviour:
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playerCamera: {fileID: 6272346181657429396}
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clientId: 0
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playerNeck: {fileID: 981273033772084037}
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username:
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mouseSensitivity: 4
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usernameTextObj: {fileID: 4824770690127859843}
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maxCameraAngle: 90
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neckStartAngle: 0
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minCameraAngle: -90
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neckLength: 0.2
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mouseSmoothTime: 0.001
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lockCursor: 1
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@@ -478,7 +473,7 @@ Camera:
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width: 1
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width: 1
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height: 1
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height: 1
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near clip plane: 0.3
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near clip plane: 0.1
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far clip plane: 1000
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far clip plane: 1000
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field of view: 61.4
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field of view: 61.4
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CapsuleCollider:
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m_Enabled: 1
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m_Radius: 0.5
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m_Height: 2
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m_Direction: 1
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m_Center: {x: 0, y: 0, z: 0}
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||||||
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|||||||
@@ -8,97 +8,70 @@ using Mirror;
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|||||||
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|
||||||
public class PlayerController : NetworkBehaviour
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public class PlayerController : NetworkBehaviour
|
||||||
{
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{
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||||||
[Header("Mouse Look")]
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||||||
[SerializeField] private Transform playerCamera = null;
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||||||
[SerializeField] private Transform playerNeck = null;
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||||||
[SerializeField] private float mouseSensitivity = 4.0f;
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||||||
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||||||
[SerializeField] private float maxCameraAngle = -90f;
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||||||
[SerializeField] private float neckStartAngle = 0f;
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||||||
[SerializeField] private float minCameraAngle = 90f;
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||||||
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||||||
[SerializeField] private float neckLength = 0.2f;
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|
||||||
[SerializeField] [Range(0.0f, 0.5f)] private float mouseSmoothTime = 0.001f;
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||||||
[SerializeField] private bool lockCursor = true;
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||||||
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||||||
[Header("Movement")]
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[Header("Movement")]
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||||||
[SerializeField] private float walkSpeed = 6.0f;
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[SerializeField] private float walkSpeed = 6.0f;
|
||||||
[SerializeField][Range(0.0f, 0.5f)] private float moveSmoothTime = 0.05f;
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[SerializeField][Range(0.0f, 0.5f)] private float moveSmoothTime = 0.05f;
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||||||
[SerializeField] float gravity = -13.0f;
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[SerializeField] float gravity = -13.0f;
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||||||
[SerializeField] private float jumpHeight;
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[SerializeField] private float jumpHeight;
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||||||
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private Vector3 inputDirection = Vector3.zero;
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||||||
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private Vector3 moveDirection;
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||||||
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|
||||||
[Header("Ground Check")]
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[Header("Ground Check")]
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||||||
[SerializeField] private Transform groundCheck;
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[SerializeField] private Transform groundCheck;
|
||||||
[SerializeField] private float groundDistance = 0.4f;
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||||||
[SerializeField] private LayerMask groundMask;
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[SerializeField] private LayerMask groundMask;
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||||||
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||||||
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[Header("Ground Angle")]
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||||||
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// [SerializeField] private Transform groundDistance;
|
||||||
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||||||
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||||||
public bool isGrounded;
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public bool isGrounded;
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||||||
private float fullPitch = 0f;
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||||||
private float cameraPitch = 0f;
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||||||
private float neckPitch = 0f;
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||||||
private float velocityY = 0.0f;
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private float velocityY = 0.0f;
|
||||||
private CharacterController controller;
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private CharacterController controller;
|
||||||
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||||||
private Vector2 currentDir = Vector2.zero;
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private Vector2 currentDir = Vector2.zero;
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||||||
private Vector2 currentDirVelocity = Vector2.zero;
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private Vector2 currentDirVelocity = Vector2.zero;
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||||||
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||||||
private Vector2 currentMouseDelta = Vector2.zero;
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||||||
private Vector2 currentMouseDeltaVelocity = Vector2.zero;
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||||||
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||||||
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||||||
private void Start()
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private void Start()
|
||||||
{
|
{
|
||||||
if (isLocalPlayer)
|
if (isLocalPlayer)
|
||||||
{
|
{
|
||||||
controller = GetComponent<CharacterController>();
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controller = GetComponent<CharacterController>();
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||||||
if (lockCursor)
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|
||||||
{
|
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||||||
Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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||||||
}
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||||||
}
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}
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||||||
else
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||||||
{
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||||||
playerCamera.gameObject.SetActive(false);
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||||||
}
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||||||
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||||||
}
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}
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||||||
private void Update()
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private void Update()
|
||||||
{
|
{
|
||||||
if (!isLocalPlayer) return;
|
if (isLocalPlayer)
|
||||||
|
{
|
||||||
UpdateMouseLook();
|
Grounded();
|
||||||
Grounded();
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CheckGoundAngle();
|
||||||
UpdateMovement();
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UpdateMovement();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
private void Grounded()
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private void Grounded()
|
||||||
{
|
{
|
||||||
//Check every frame if the player stands on the ground
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//Check every frame if the player stands on the ground
|
||||||
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
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isGrounded = Physics.CheckSphere(groundCheck.position + new Vector3(0, GetComponent<CharacterController>().radius - 0.01f, 0),GetComponent<CharacterController>().radius + 0.0f, groundMask);
|
||||||
}
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}
|
||||||
private void UpdateMouseLook()
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|
||||||
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private void CheckGoundAngle()
|
||||||
{
|
{
|
||||||
Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")); //Get the axis of the mouse
|
//Check every frame if the player stands on the ground
|
||||||
|
RaycastHit hit;
|
||||||
currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
|
if (Physics.Raycast(groundCheck.position + new Vector3(0,0.4f,0),Vector3.down,out hit))
|
||||||
fullPitch -= currentMouseDelta.y * mouseSensitivity;
|
{
|
||||||
fullPitch = Mathf.Clamp(fullPitch,-maxCameraAngle,-minCameraAngle);
|
Debug.Log(transform.eulerAngles.y);
|
||||||
|
moveDirection = Quaternion.Euler(0, transform.eulerAngles.y + 90, 0) * inputDirection;
|
||||||
if (fullPitch >= neckStartAngle) {
|
moveDirection = Vector3.Cross(moveDirection, hit.normal);
|
||||||
playerNeck.localEulerAngles = Vector3.right * (fullPitch - neckStartAngle);
|
|
||||||
|
|
||||||
}
|
}
|
||||||
else {
|
|
||||||
playerCamera.localEulerAngles = Vector3.right * fullPitch;
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|
||||||
|
|
||||||
|
|
||||||
}
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|
||||||
playerCamera.position = playerNeck.position;
|
|
||||||
playerCamera.position += playerNeck.up * neckLength;
|
|
||||||
|
|
||||||
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity); //Rotate the hole player if looked sideways (Rotates the player left and right)
|
|
||||||
}
|
}
|
||||||
|
private void OnDrawGizmos()
|
||||||
|
{
|
||||||
|
Gizmos.color = Color.red;
|
||||||
|
Gizmos.DrawRay(new Ray(transform.position, moveDirection * 50));
|
||||||
|
}
|
||||||
|
|
||||||
private void UpdateMovement()
|
private void UpdateMovement()
|
||||||
{
|
{
|
||||||
//Grounded
|
//Grounded
|
||||||
@@ -113,10 +86,10 @@ public class PlayerController : NetworkBehaviour
|
|||||||
velocityY += Mathf.Sqrt(jumpHeight * -2f * gravity);
|
velocityY += Mathf.Sqrt(jumpHeight * -2f * gravity);
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); //Get Inputs
|
inputDirection = new Vector3(Input.GetAxisRaw("Horizontal"),0, Input.GetAxisRaw("Vertical")); //Get Inputs
|
||||||
targetDir.Normalize(); //Damit schr<68>g laufen nicht schneller ist
|
inputDirection.Normalize(); //Damit schr<68>g laufen nicht schneller ist
|
||||||
|
|
||||||
currentDir = Vector2.SmoothDamp(currentDir, targetDir, ref currentDirVelocity, moveSmoothTime); //Smooth movement change
|
currentDir = Vector2.SmoothDamp(currentDir, new Vector2(inputDirection.x,inputDirection.z), ref currentDirVelocity, moveSmoothTime); //Smooth movement change
|
||||||
|
|
||||||
|
|
||||||
Vector3 velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * walkSpeed + (Vector3.up * velocityY);
|
Vector3 velocity = (transform.forward * currentDir.y + transform.right * currentDir.x) * walkSpeed + (Vector3.up * velocityY);
|
||||||
|
|||||||
82
Assets/Scripts/Player/PlayerMouseLook.cs
Normal file
82
Assets/Scripts/Player/PlayerMouseLook.cs
Normal file
@@ -0,0 +1,82 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using Mirror;
|
||||||
|
|
||||||
|
public class PlayerMouseLook : NetworkBehaviour
|
||||||
|
{
|
||||||
|
[Header("Mouse Look")]
|
||||||
|
[SerializeField] private Transform playerCamera = null;
|
||||||
|
[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 neckLength = 0.2f;
|
||||||
|
[SerializeField] [Range(0.0f, 0.5f)] private float mouseSmoothTime = 0.001f;
|
||||||
|
[SerializeField] private bool lockCursor = true;
|
||||||
|
|
||||||
|
private float fullPitch = 0f;
|
||||||
|
private float cameraPitch = 0f;
|
||||||
|
private float neckPitch = 0f;
|
||||||
|
private float velocityY = 0.0f;
|
||||||
|
private CharacterController controller;
|
||||||
|
|
||||||
|
private Vector2 currentMouseDelta = Vector2.zero;
|
||||||
|
private Vector2 currentMouseDeltaVelocity = Vector2.zero;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
if (isLocalPlayer)
|
||||||
|
{
|
||||||
|
controller = GetComponent<CharacterController>();
|
||||||
|
|
||||||
|
playerCamera.gameObject.SetActive(true);
|
||||||
|
|
||||||
|
if (lockCursor)
|
||||||
|
{
|
||||||
|
Cursor.lockState = CursorLockMode.Locked;
|
||||||
|
Cursor.visible = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if (isLocalPlayer)
|
||||||
|
{
|
||||||
|
UpdateMouseLook();
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateMouseLook()
|
||||||
|
{
|
||||||
|
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);
|
||||||
|
|
||||||
|
if (fullPitch >= neckStartAngle)
|
||||||
|
{
|
||||||
|
playerNeck.localEulerAngles = Vector3.right * (fullPitch - neckStartAngle);
|
||||||
|
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
playerCamera.localEulerAngles = Vector3.right * fullPitch;
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
playerCamera.position = playerNeck.position;
|
||||||
|
playerCamera.position += playerNeck.up * neckLength;
|
||||||
|
|
||||||
|
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity); //Rotate the hole player if looked sideways (Rotates the player left and right)
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
11
Assets/Scripts/Player/PlayerMouseLook.cs.meta
Normal file
11
Assets/Scripts/Player/PlayerMouseLook.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
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|
fileFormatVersion: 2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,2 +1,2 @@
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m_EditorVersion: 2021.1.26f1
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m_EditorVersion: 2021.1.24f1
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m_EditorVersionWithRevision: 2021.1.26f1 (6f076387c01d)
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m_EditorVersionWithRevision: 2021.1.24f1 (6667702a1e7c)
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RecentlyUsedScenePath-1:
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RecentlyUsedScenePath-2:
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RecentlyUsedScenePath-2:
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vcSharedLogLevel:
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vcSharedLogLevel:
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value: 0d5e400f0650
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Reference in New Issue
Block a user