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+ private float fullPitch = 0f; private float cameraPitch = 0f; + private float neckPitch = 0f; private float velocityY = 0.0f; private CharacterController controller; @@ -62,13 +70,32 @@ 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); - 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() {