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