示例#1
0
    void Update()
    {
        // Ensure the cursor is always locked when set
        if (lockCursor)
        {
            Cursor.lockState = CursorLockMode.Locked;
            Cursor.visible   = false;
        }

        // Allow the script to clamp based on a desired target value.
        var targetOrientation          = Quaternion.Euler(targetDirection);
        var targetCharacterOrientation = Quaternion.Euler(targetCharacterDirection);

        // Get raw mouse input for a cleaner reading on more sensitive mice.
        var mouseDelta = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));

        // Scale input against the sensitivity setting and multiply that against the smoothing value.
        mouseDelta = Vector2.Scale(mouseDelta, new Vector2(sensitivity.x * smoothing.x, sensitivity.y * smoothing.y));

        // Interpolate mouse movement over time to apply smoothing delta.
        _smoothMouse.x = Mathf.Lerp(_smoothMouse.x, mouseDelta.x, 1f / smoothing.x);
        _smoothMouse.y = Mathf.Lerp(_smoothMouse.y, mouseDelta.y, 1f / smoothing.y);

        // Find the absolute mouse movement value from point zero.
        _mouseAbsolute += _smoothMouse;

        // Clamp and apply the local x value first, so as not to be affected by world transforms.
        if (clampInDegrees.x < 360)
        {
            _mouseAbsolute.x = Mathf.Clamp(_mouseAbsolute.x, -clampInDegrees.x * 0.5f, clampInDegrees.x * 0.5f);
        }

        // Then clamp and apply the global y value.
        if (clampInDegrees.y < 360)
        {
            _mouseAbsolute.y = Mathf.Clamp(_mouseAbsolute.y, -clampInDegrees.y * 0.5f, clampInDegrees.y * 0.5f);
        }

        transform.localRotation = Quaternion.AngleAxis(-_mouseAbsolute.y, targetOrientation * Vector3.right) * targetOrientation;

        // If there's a character body that acts as a parent to the camera
        if (characterBody)
        {
            var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, Vector3.up);
            characterBody.transform.localRotation = yRotation * targetCharacterOrientation;
        }
        else
        {
            var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, transform.InverseTransformDirection(Vector3.up));
            transform.localRotation *= yRotation;
        }

        if (Input.GetKeyDown(KeyCode.E))
        {
            Collider[] col = Physics.OverlapSphere(transform.position, 10f, interactableMask);
            // Does the ray intersect any objects excluding the player layer
            foreach (Collider collider in col)
            {
                InteractableItem item = collider.GetComponent <InteractableItem>();

                if (item != null)
                {
                    item.OnUse();
                }
            }
        }
    }