using System; using UnityEngine; namespace NBF { [Serializable] public class MouseLook { public float XSensitivity = 2f; public float YSensitivity = 2f; public bool clampVerticalRotation = true; public float MinimumX = -90f; public float MaximumX = 90f; public bool smooth; public float smoothTime = 5f; public bool lockCursor = true; public float RotYvalue; public bool invertMouseY; public bool invertMouseX; public int ControllerHandMode; private Quaternion m_CharacterTargetRot; private Quaternion m_CameraTargetRot; private bool m_cursorIsLocked = true; // private Player player; public void Init(Transform character, Transform camera) { m_CharacterTargetRot = character.localRotation; m_CameraTargetRot = camera.localRotation; // player = ReInput.players.GetPlayer(0); } public void LookRotation(Transform character, Transform camera) { // if (!SRDebug.Instance.IsDebugPanelVisible && !SRDebug.Instance.IsDebugPanelVisible) { // var lookInput = InputManager.GetLookInput(); var lookInput = Vector2.zero; float num = Mathf.Clamp(lookInput.y * YSensitivity * 5f * Time.deltaTime, -10f, 10f); float num2 = Mathf.Clamp(lookInput.x * XSensitivity * 5f * Time.deltaTime, -10f, 10f); if (invertMouseY) { num *= -1f; } if (invertMouseX) { num2 *= -1f; } RotYvalue = num2; m_CharacterTargetRot *= Quaternion.Euler(0f, num2, 0f); m_CameraTargetRot *= Quaternion.Euler(0f - num, 0f, 0f); if (clampVerticalRotation) { m_CameraTargetRot = ClampRotationAroundXAxis(m_CameraTargetRot); } if (smooth) { character.localRotation = Quaternion.Slerp(character.localRotation, m_CharacterTargetRot, smoothTime * Time.deltaTime); camera.localRotation = Quaternion.Slerp(camera.localRotation, m_CameraTargetRot, smoothTime * Time.deltaTime); } else { character.localRotation = m_CharacterTargetRot; camera.localRotation = m_CameraTargetRot; } UpdateCursorLock(); } } public void SetCursorLock(bool value) { lockCursor = value; if (!lockCursor) { Cursor.lockState = CursorLockMode.None; Cursor.visible = true; } else { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; } } public void UpdateCursorLock() { if (lockCursor) { InternalLockUpdate(); } } private void InternalLockUpdate() { } private Quaternion ClampRotationAroundXAxis(Quaternion q) { q.x /= q.w; q.y /= q.w; q.z /= q.w; q.w = 1f; float value = 114.59156f * Mathf.Atan(q.x); value = Mathf.Clamp(value, MinimumX, MaximumX); q.x = Mathf.Tan((float)Math.PI / 360f * value); return q; } } }