static bool Prefix(ref CustomMouseLook __instance, Transform character, Transform camera) { MouseLook.LookRotation(ref __instance, character, camera); return(false); //return true; }
void Start() { IsOverheating = false; Temperature = 0f; look = GetComponentInParent <CustomMouseLook>(); player = (AbstractPlayer)GameManager.instance.CurrentPlayer; }
void Awake() { camera = GameObject.Find ("Main Camera"); mouseLook = camera.GetComponent <CustomMouseLook>(); pauseMenu = GameObject.Find ("PauseMenu"); settingsMenu = GameObject.Find ("SettingsMenu"); Keybinds = GameObject.Find ("KeybindsManager").GetComponent<Keybinds> (); }
void Awake() { camera = GameObject.Find("Main Camera"); mouseLook = camera.GetComponent <CustomMouseLook>(); pauseMenu = GameObject.Find("PauseMenu"); settingsMenu = GameObject.Find("SettingsMenu"); Keybinds = GameObject.Find("KeybindsManager").GetComponent <Keybinds> (); }
public static void LookRotation(ref CustomMouseLook __instance, Transform character, Transform camera) { if (!__instance.m_cursorIsLocked) { return; } Vector2 mouseRAW = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y")); if (mouseMov.x * mouseRAW.x < 0) { mouseAcc.x = 0; } if (mouseMov.y * mouseRAW.y < 0) { mouseAcc.y = 0; } mouseMov = mouseRAW * __instance.XSensitivity; float dmpFac = 5 * settings.dmpMul; float dmpAcc = dmpFac * (Input.GetKey(KeyCode.Mouse1) ? 0.2f : 0.9f); float dmpBrk = dmpFac * 2 * (Input.GetKey(KeyCode.Mouse1) ? 0.5f : 0.7f); mouseAcc = new Vector2( Mathf.Lerp(mouseAcc.x, mouseMov.x, Mathf.Abs(mouseAcc.x) > Mathf.Abs(mouseMov.x) ? dmpBrk : dmpAcc * Time.deltaTime), Mathf.Lerp(mouseAcc.y, mouseMov.y, Mathf.Abs(mouseAcc.y) > Mathf.Abs(mouseMov.y) ? dmpBrk : dmpAcc * Time.deltaTime)); float xMov = enabled ? mouseAcc.x * __instance.sensitivityMultiplier : Input.GetAxis("Mouse X") * __instance.XSensitivity * __instance.sensitivityMultiplier; float yMov = enabled ? mouseAcc.y * __instance.sensitivityMultiplier : Input.GetAxis("Mouse Y") * __instance.YSensitivity * __instance.sensitivityMultiplier; if (__instance.invertyMouseY) { yMov *= -1; } __instance.m_CharacterTargetRot = ((character.parent != null) ? character.localRotation : Quaternion.Euler(0f, character.eulerAngles.y, 0f)); __instance.m_CharacterTargetRot *= Quaternion.Euler(0f, xMov, 0f); __instance.m_CameraTargetRot *= Quaternion.Euler(0f - yMov, 0f, 0f); if (__instance.clampVerticalRotation) { __instance.m_CameraTargetRot = __instance.ClampRotationAroundXAxis(__instance.m_CameraTargetRot); } character.localRotation = (__instance.cameraHolder.localRotation = __instance.m_CharacterTargetRot); camera.localRotation = __instance.m_CameraTargetRot * __instance.cameraAnchor.localRotation; }
// Use this for initialization void Start() { Cursor.lockState = CursorLockMode.Locked; character = GetComponent <Rigidbody>(); mouseLook = GetComponent <CustomMouseLook>(); rotator = GetComponent <CharacterRotator>(); sMovement = GetComponent <SurfaceMovement>(); grappleGun = GetComponent <GrappleGun>(); if (grappleGun) { grappleGun.controller = this; } grappled = false; justFired = false; }
// Use this for initialization void Start() { Cursor.lockState = CursorLockMode.Locked; character = GetComponent<Rigidbody>(); mouseLook = GetComponent<CustomMouseLook>(); rotator = GetComponent<CharacterRotator>(); sMovement = GetComponent<SurfaceMovement>(); grappleGun = GetComponent<GrappleGun>(); if (grappleGun) grappleGun.controller = this; grappled = false; justFired = false; }
void Start() { IsOverheating = false; Temperature = 0f; look = GetComponentInParent<CustomMouseLook>(); player = (AbstractPlayer)GameManager.instance.CurrentPlayer; }