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unity
FPSControl
Commits
d1658158
Commit
d1658158
authored
4 years ago
by
David Huss
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Add SmoothMouseLook.cs
parent
223f6ec9
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SmoothMouseLook.cs
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SmoothMouseLook.cs
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d1658158
using
UnityEngine
;
[
AddComponentMenu
(
"Camera/Simple Smooth Mouse Look "
)]
public
class
SmoothMouseLook
:
MonoBehaviour
{
Vector2
_mouseAbsolute
;
Vector2
_smoothMouse
;
[
Tooltip
(
"Limit the possible rotation to these values (Left/Right, Up/Down)"
)]
public
Vector2
clampInDegrees
=
new
Vector2
(
360
,
180
);
[
Tooltip
(
"Hide/Display Cursor"
)]
public
bool
lockCursor
;
[
Tooltip
(
"Mouse Sensitivity (Left/Right, Up/Down)"
)]
public
Vector2
sensitivity
=
new
Vector2
(
2
,
2
);
[
Tooltip
(
"Movement Smoothing (Left/Right, Up/Down)"
)]
public
Vector2
smoothing
=
new
Vector2
(
3
,
3
);
[
Tooltip
(
"Set target direction to the camera's initial orientation."
)]
public
Vector2
targetDirection
;
[
Tooltip
(
"Set target direction for the character body to its inital state."
)]
public
Vector2
targetCharacterDirection
;
// Assign this if there's a parent object controlling motion, such as a Character Controller.
// Yaw rotation will affect this object instead of the camera if set.
[
Tooltip
(
"Assign Parent Object if there is one (affects horizontal rotation around Y axis)"
)]
public
GameObject
characterBody
;
void
Start
()
{
// Set target direction to the camera's initial orientation.
targetDirection
=
transform
.
localRotation
.
eulerAngles
;
// Set target direction for the character body to its inital state.
if
(
characterBody
)
targetCharacterDirection
=
characterBody
.
transform
.
localRotation
.
eulerAngles
;
}
void
Update
()
{
// Ensure the cursor is always locked when set
if
(
lockCursor
)
{
Cursor
.
lockState
=
CursorLockMode
.
Locked
;
}
// 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
;
}
}
}
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