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https://github.com/DerTyp7/defrain-shooter-unity.git
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Neck Control
Added a neck feature to the player camera
This commit is contained in:
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|
||||
fullPitch = Mathf.Clamp(fullPitch,-maxCameraAngle,-minCameraAngle);
|
||||
//cameraPitch = Mathf.Clamp(fullPitch, -90, 45);
|
||||
|
||||
cameraPitch -= currentMouseDelta.y * mouseSensitivity; //minus, weil der rotation wert inverted ist
|
||||
cameraPitch = Mathf.Clamp(cameraPitch, -90.0f, 90.0f);
|
||||
//neckPitch = Mathf.Clamp(fullPitch, 45, 90);
|
||||
Debug.Log("fullPitch: " + fullPitch);
|
||||
|
||||
playerCamera.localEulerAngles = Vector3.right * cameraPitch;
|
||||
if (fullPitch >= neckStartAngle) {
|
||||
playerNeck.localEulerAngles = Vector3.right * (fullPitch - neckStartAngle);
|
||||
|
||||
}
|
||||
else {
|
||||
playerCamera.localEulerAngles = Vector3.right * fullPitch;
|
||||
|
||||
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity); //Rotate the hole player if looked sideways
|
||||
|
||||
}
|
||||
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)
|
||||
}
|
||||
private void UpdateMovement()
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user