Files
UltimateFishing2020/Assets/Scripts/Assembly-CSharp/UnityStandardAssets/Characters/FirstPerson/MouseLook.cs
2026-03-04 10:03:45 +08:00

120 lines
2.9 KiB
C#

using System;
using Rewired;
using UnityEngine;
namespace UnityStandardAssets.Characters.FirstPerson
{
[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 float smoothTimeFast = 14f;
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 && !(GameManager.Instance.addectiveSceneLoaded != "none"))
{
float num = Mathf.Clamp(player.GetAxis("cameraVerticalGamepad") * YSensitivity * 50f * Time.deltaTime + player.GetAxis("cameraVertical") * YSensitivity * 5f * Time.deltaTime, -10f, 10f);
float num2 = Mathf.Clamp(player.GetAxis("cameraHorizontalGamepad") * XSensitivity * 50f * Time.deltaTime + player.GetAxis("cameraHorizontal") * 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);
}
smooth = Singleton<SaveDataManager>.Instance.SettingsData.IsSmoothCameraEnabled;
float t = (smooth ? smoothTime : smoothTimeFast) * Time.deltaTime;
character.localRotation = Quaternion.Slerp(character.localRotation, m_CharacterTargetRot, t);
camera.localRotation = Quaternion.Slerp(camera.localRotation, m_CameraTargetRot, t);
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(MathF.PI / 360f * value);
return q;
}
}
}