Files
2026-02-21 16:45:37 +08:00

68 lines
1.6 KiB
C#

using System;
using UnityEngine;
namespace uNature.Demo
{
[Serializable]
public class UN_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;
private Quaternion m_CharacterTargetRot;
private Quaternion m_CameraTargetRot;
public void Init(Transform character, Transform camera)
{
m_CharacterTargetRot = character.localRotation;
m_CameraTargetRot = camera.localRotation;
}
public void LookRotation(Transform character, Transform camera)
{
float y = Input.GetAxis("Mouse X") * XSensitivity;
float num = Input.GetAxis("Mouse Y") * YSensitivity;
m_CharacterTargetRot *= Quaternion.Euler(0f, y, 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;
}
}
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;
}
}
}