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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
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Assets/Scripts/Dirt2.fbx
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Assets/Scripts/Dirt2.fbx
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Assets/Scripts/Dirt2.fbx.meta
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Assets/Scripts/Dirt2.fbx.meta
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armTwist: 0.5
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foreArmTwist: 0.5
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upperLegTwist: 0.5
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legTwist: 0.5
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@@ -9,7 +9,14 @@ public class PlayerController : MonoBehaviour
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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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[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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[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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@@ -25,8 +32,9 @@ public class PlayerController : MonoBehaviour
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[SerializeField] private LayerMask groundMask;
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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 CharacterController controller;
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@@ -62,13 +70,32 @@ public class PlayerController : MonoBehaviour
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Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")); //Get the axis of the mouse
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currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
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fullPitch -= currentMouseDelta.y * mouseSensitivity;
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fullPitch = Mathf.Clamp(fullPitch,-maxCameraAngle,-minCameraAngle);
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//cameraPitch = Mathf.Clamp(fullPitch, -90, 45);
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cameraPitch -= currentMouseDelta.y * mouseSensitivity; //minus, weil der rotation wert inverted ist
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cameraPitch = Mathf.Clamp(cameraPitch, -90.0f, 90.0f);
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//neckPitch = Mathf.Clamp(fullPitch, 45, 90);
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Debug.Log("fullPitch: " + fullPitch);
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playerCamera.localEulerAngles = Vector3.right * cameraPitch;
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if (fullPitch >= neckStartAngle) {
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playerNeck.localEulerAngles = Vector3.right * (fullPitch - neckStartAngle);
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}
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else {
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playerCamera.localEulerAngles = Vector3.right * fullPitch;
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transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity); //Rotate the hole player if looked sideways
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}
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playerCamera.position = playerNeck.position;
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playerCamera.position += playerNeck.up * neckLength;
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/*
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playerNeck.localEulerAngles = Vector3.right * neckPitch;
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playerCamera.localEulerAngles = Vector3.right * cameraPitch;
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playerCamera.position = playerNeck.position;
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playerCamera.position += playerNeck.up * neckLength;*/
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//playerCamera.RotateAround(playerNeck.position, Vector3.right, cameraPitch* Mathf.Deg2Rad - playerCamera.transform.rotation.x);
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transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity); //Rotate the hole player if looked sideways (Rotates the player left and right)
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}
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private void UpdateMovement()
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{
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