Esempio n. 1
0
    private void UpdateCameraRotation()
    {
        _rotationY += _verticalInput.GetInvertedAxis(SettingsComponent.gl_InvertVerticalOrientation) * ySensitivity * Time.deltaTime;
        if (_rotateZInput.GetAxisBool())
        {
            _rotationZ += _horizontalInput.GetAxis() * zSensitivity * Time.deltaTime;
        }
        else
        {
            if (SettingsComponent.gl_UseInvertedControlsUpsideDown)
            {
                if (_rotationY >= SettingsComponent.gl_InvertAngle || _rotationY <= -SettingsComponent.gl_InvertAngle)
                {
                    _rotationX += -_horizontalInput.GetAxis() * xSensitivity * Time.deltaTime;
                }
                else
                {
                    _rotationX += _horizontalInput.GetAxis() * xSensitivity * Time.deltaTime;
                }
            }
            else
            {
                _rotationX += _horizontalInput.GetAxis() * xSensitivity * Time.deltaTime;
            }
        }

        if (xClampAngle != 0)
        {
            _rotationX = ClampAngle(_rotationX, -xClampAngle, xClampAngle);
        }
        else
        {
            ResetAngle(ref _rotationX);
        }
        if (yClampAngle != 0)
        {
            _rotationY = ClampAngle(_rotationY, -yClampAngle, yClampAngle);
        }
        else
        {
            ResetAngle(ref _rotationY);
        }
        if (zClampAngle != 0)
        {
            _rotationZ = ClampAngle(_rotationZ, -zClampAngle, zClampAngle);
        }
        else
        {
            ResetAngle(ref _rotationZ);
        }
        //Debug.Log("Rotation X " + _rotationX);
        //Debug.Log("Rotation Y " + _rotationY);
        //Debug.Log("Rotation Z " + _rotationZ);

        //Vector3 localNormalUp = (up.transform.position - player.transform.position).normalized;
        //Vector3 localNormalLeft = (left.transform.position - player.transform.position).normalized;
        //Vector3 localNormalForward = (forward.transform.position - player.transform.position).normalized;

        Quaternion xQuaternion = Quaternion.AngleAxis(_rotationX, Vector3.up);
        Quaternion yQuaternion = Quaternion.AngleAxis(_rotationY, Vector3.left);

        //Quaternion zQuaternion = Quaternion.AngleAxis(_rotationZ, Vector3.forward);

        _player.transform.rotation = _playerOriginalRotation * xQuaternion /* * zQuaternion*/; //rotates the player horizontally
        transform.localRotation    = _originalRotation * yQuaternion;                          //rotates the camera vertically
    }