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- using UnityEngine;
- using System.Collections;
-
- /// MouseLook rotates the transform based on the mouse delta.
- /// Minimum and Maximum values can be used to constrain the possible rotation
-
- /// To make an FPS style character:
- /// - Create a capsule.
- /// - Add the MouseLook script to the capsule.
- /// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
- /// - Add FPSInputController script to the capsule
- /// -> A CharacterMotor and a CharacterController component will be automatically added.
-
- /// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
- /// - Add a MouseLook script to the camera.
- /// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
- [AddComponentMenu("Camera-Control/Mouse Look")]
- public class MouseLook : MonoBehaviour {
-
- public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
- public RotationAxes axes = RotationAxes.MouseXAndY;
- public float sensitivityX = 15F;
- public float sensitivityY = 15F;
-
- public float minimumX = -360F;
- public float maximumX = 360F;
-
- public float minimumY = -60F;
- public float maximumY = 60F;
-
- float rotationY = 0F;
-
- void Update ()
- {
- if (axes == RotationAxes.MouseXAndY)
- {
- float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
-
- rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
- rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
-
- transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
- }
- else if (axes == RotationAxes.MouseX)
- {
- transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
- }
- else
- {
- rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
- rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
-
- transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
- }
- }
-
- void Start ()
- {
- // Make the rigid body not change rotation
- if (GetComponent<Rigidbody>())
- GetComponent<Rigidbody>().freezeRotation = true;
- }
- }
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