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	Merge branch 'player-controller'
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| @@ -9,7 +9,14 @@ public class PlayerController : MonoBehaviour | ||||
| { | ||||
|     [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; | ||||
|  | ||||
| @@ -25,8 +32,9 @@ 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 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() | ||||
|     { | ||||
|   | ||||
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