Exemplo n.º 1
0
    void Update()
    {
        if (Input.GetKeyUp(KeyCode.Escape) || Input.GetKeyUp(KeyCode.LeftAlt))
        {
            mouseLock = !mouseLock;
        }

        //camera control input
        xTiltLook = inputScript.getXTiltLook();
        zTiltLook = 0 - inputScript.getZTiltLook();

        if (mouseLock)
        {
            Cursor.visible   = false;
            Cursor.lockState = CursorLockMode.Locked;
            rotateCamera     = true;
        }
        else
        {
            Cursor.visible   = true;
            Cursor.lockState = CursorLockMode.None;
            rotateCamera     = false;
        }

        cam.transform.eulerAngles = new Vector3(cam.transform.eulerAngles.x, cam.transform.eulerAngles.y, 0.0f);
        camPoint.LookAt(Camera.main.transform);
        camPoint.transform.eulerAngles = new Vector3(0.0f, camPoint.transform.eulerAngles.y, 0.0f);
    }
Exemplo n.º 2
0
    void LateUpdate()
    {
        float xDelta = playerInput.getXTiltLook();
        float yDelta = playerInput.getZTiltLook();

        xr -= yDelta * ySensitivity;
        yr += xDelta * xSensitivity;

        if (yr > 360)
        {
            yrDelay -= 360;
            yr      -= 360;
        }
        else if (yr < -360)
        {
            yrDelay += 360;
            yr      += 360;
        }

        if (xr > xMax)
        {
            xr = xMax;
        }
        else if (xr < xMin)
        {
            xr = xMin;
        }

        xrDelay = Mathf.Lerp(xrDelay, xr, 60 * Time.deltaTime);
        yrDelay = Mathf.Lerp(yrDelay, yr, 60 * Time.deltaTime);

        player.transform.rotation     = Quaternion.Euler(0, yrDelay, 0);
        camParent.transform.rotation  = Quaternion.Euler(0, yrDelay, 0);
        fpcam.transform.localRotation = Quaternion.Euler(xrDelay, 0, 0);
        //fpcam.transform.position = player.transform.position + new Vector3(0, posMod);
        fpcam.transform.position = playerBody.position + new Vector3(0, posMod);

        updateLock();

        anim.SetFloat("LookVal", xr);
        anim2.SetFloat("LookVal", xr);
    }