void Update() { // yaw - Rotation along the Horizontal yaw += speedH * accCam.Horizontal(); // pitch - Rotation along the Vertical pitch = speedV * accCam.Vertical(); // Clamp the Vertical Rotation Values - To Avoid full rotation along Vertical pitch = Mathf.Clamp(pitch, vMin, vMax); // Assign the Values to the Camera transform.eulerAngles = new Vector3(pitch, yaw, 0.0f); }
// Update - Runs before every frame refresh - UNITY void Update() { // Rotate the Player as the Camera Rotates [Horizontal Only] yaw += speedH * accCam.Horizontal(); transform.eulerAngles = new Vector3(0.0f, yaw, 0.0f); // If Player is on Ground - Calculate Move Direction, Check for Jump Input if (controller.isGrounded) { moveDirection = new Vector3(vjMov.Horizontal(), 0, vjMov.Vertical()); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed; if (JumpInput() == true) { JumpInput(false); moveDirection.y = jumpSpeed; } } // Effect of Gravity moveDirection.y -= gravity * Time.deltaTime; // Move Player in Calculated Direction controller.Move(moveDirection * Time.deltaTime); }