49 lines
1.3 KiB
C#
49 lines
1.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class FPMouseLook : MonoBehaviour
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{
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public enum RotationAxes
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{
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MouseXAndY = 0,
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MouseX = 1,
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MouseY = 2
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}
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public RotationAxes axes = RotationAxes.MouseXAndY;
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public float sensitivityHor = 9.0f;
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public float sensitivityVert = 9.0f;
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public float minimumVert = -45.0f;
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public float maximumVert = 45.0f;
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private float _rotationX = 0;
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void Start()
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{
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Rigidbody body = GetComponent<Rigidbody>();
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if (body != null) body.freezeRotation = true;
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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void Update()
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{
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if (axes == RotationAxes.MouseX)
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{
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transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityHor, 0);
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}
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else if (axes == RotationAxes.MouseY)
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{
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_rotationX -= Input.GetAxis("Mouse Y") * sensitivityVert;
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_rotationX = Mathf.Clamp(_rotationX, minimumVert, maximumVert);
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transform.localEulerAngles = new Vector3(_rotationX, transform.localEulerAngles.y, 0);
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}
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else
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{
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float rotationY = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityHor;
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_rotationX -= Input.GetAxis("Mouse Y") * sensitivityVert;
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_rotationX = Mathf.Clamp(_rotationX, minimumVert, maximumVert);
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transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0);
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}
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}
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}
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