Пример #1
0
    void HandlePlayerInput() //function to get and handle mouse input
    {
        //get Axis input
        mouseX += Input.GetAxis("Mouse X") * X_MouseSensitivity;
        mouseY -= Input.GetAxis("Mouse Y") * Y_MouseSensitivity;

        //check for controller input
        if (Input.GetAxis("RightJoyHorizontal") > deadZone || Input.GetAxis("RightJoyHorizontal") < -deadZone)
        {
            mouseX += Input.GetAxis("RightJoyHorizontal") * X_MouseSensitivity;
        }
        if (Input.GetAxis("RightJoyVertical") > deadZone || Input.GetAxis("RightJoyVertical") < -deadZone)
        {
            mouseY -= Input.GetAxis("RightJoyVertical") * Y_MouseSensitivity;
        }

        //Limit mouse Y rotation here
        mouseY = HelperK.ClampAngle(mouseY, Y_MinLimit, Y_MaxLimit);
    }
Пример #2
0
    //Handle the players mouse inputs, and respond accordingly. Handles Controller input as well.
    void HandlePlayerInput()
    {
        //get Axis input
        mouseX += Input.GetAxis("Mouse X") * X_MouseSensitivity;
        mouseY -= Input.GetAxis("Mouse Y") * Y_MouseSensitivity;

        //check for controller input, and replace mouse values with controller inputs
        if (Input.GetAxis("RightJoyHorizontal") > deadZone || Input.GetAxis("RightJoyHorizontal") < -deadZone)
        {
            mouseX += Input.GetAxis("RightJoyHorizontal") * X_MouseSensitivity;
        }
        if (Input.GetAxis("RightJoyVertical") > deadZone || Input.GetAxis("RightJoyVertical") < -deadZone)
        {
            mouseY -= Input.GetAxis("RightJoyVertical") * Y_MouseSensitivity;
        }


        // Limit mouse Y rotation here, so we can't go over the top of our own head. X is not required and we can spin in circles as much as we want.
        mouseY = HelperK.ClampAngle(mouseY, Y_MinLimit, Y_MaxLimit);
    }