private void RotateView() { #if !MOBILE_INPUT Vector2 mouseInput = _mouseLook.Clamped(_yRotation, transform.localEulerAngles.y); _camera.transform.localEulerAngles = new Vector3(-mouseInput.y, _camera.transform.localEulerAngles.y, _camera.transform.localEulerAngles.z); transform.localEulerAngles = new Vector3(0, mouseInput.x, 0); #else Vector2 mouseInput = new Vector2(CrossPlatformInputManager.GetAxisRaw("HorizontalLook"), CrossPlatformInputManager.GetAxisRaw("VerticalLook")); float camX = _camera.transform.localEulerAngles.x; if ((camX > 280 && camX <= 360) || (camX >= 0 && camX < 80) || (camX >= 80 && camX < 180 && mouseInput.y > 0) || (camX > 180 && camX <= 280 && mouseInput.y < 0)) { _camera.transform.localEulerAngles += new Vector3(-mouseInput.y * lookSpeed * .7f, _camera.transform.localEulerAngles.y, _camera.transform.localEulerAngles.z); } transform.localEulerAngles += new Vector3(0, mouseInput.x * lookSpeed, 0); #endif // handle the roation round the x axis on the camera _yRotation = mouseInput.y; _cameraRefocus.GetFocusPoint(); }
private void LateUpdate() { m_CameraRefocus.GetFocusPoint(); Vector3 newCameraPosition; if (rigidbodyFirstPersonController.Velocity.magnitude > 0 && rigidbodyFirstPersonController.grounded) { Camera.transform.localPosition = motionBob.DoHeadBob(rigidbodyFirstPersonController.Velocity.magnitude * (rigidbodyFirstPersonController.Running ? RunningStrideLengthen : 1f)); newCameraPosition = Camera.transform.localPosition; newCameraPosition.y = Camera.transform.localPosition.y - jumpAndLandingBob.Offset(); } else { newCameraPosition = Camera.transform.localPosition; newCameraPosition.y = m_OriginalCameraPosition.y - jumpAndLandingBob.Offset(); } Camera.transform.localPosition = newCameraPosition; if (!m_PreviouslyGrounded && rigidbodyFirstPersonController.grounded) { StartCoroutine(jumpAndLandingBob.DoBobCycle()); } m_PreviouslyGrounded = rigidbodyFirstPersonController.grounded; m_CameraRefocus.SetFocusPoint(); }
private void RotateView() { Vector2 mouseInput = _mouseLook.Clamped(_yRotation, transform.localEulerAngles.y); // handle the roation round the x axis on the camera _camera.transform.localEulerAngles = new Vector3(-mouseInput.y, _camera.transform.localEulerAngles.y, _camera.transform.localEulerAngles.z); _yRotation = mouseInput.y; transform.localEulerAngles = new Vector3(0, mouseInput.x, 0); _cameraRefocus.GetFocusPoint(); }
private void RotateView() { m_MouseLook.LookRotation(transform, m_Camera.transform); m_CameraRefocus.GetFocusPoint(); }