rabidus-test/Assets/Dreamteck/Splines/Examples/RollerCoaster/Scripts/CameraLook.cs

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2023-07-24 16:38:13 +03:00
using UnityEngine;
using System.Collections;
namespace Dreamteck.Splines.Examples
{
public class CameraLook : MonoBehaviour
{
public float sensitivity = 3f;
public float dampSpeed = 0f;
public float lookRange = 45f;
private float x = 0f;
private float y = 0f;
private float xMove = 0f;
private float yMove = 0f;
private float crosshairZ = 5f;
private float idealCrosshairZ = 3f;
public Transform crosshairSphere;
// Update is called once per frame
void Update()
{
xMove = Mathf.MoveTowards(xMove, 0f, Time.deltaTime * dampSpeed);
yMove = Mathf.MoveTowards(yMove, 0f, Time.deltaTime * dampSpeed);
xMove += Input.GetAxis("Mouse X") / 10f;
yMove -= Input.GetAxis("Mouse Y") / 10f;
xMove = Mathf.Clamp(xMove, -1f, 1f);
yMove = Mathf.Clamp(yMove, -1f, 1f);
float halfLookRange = lookRange / 2f;
x += xMove * Time.deltaTime * sensitivity;
y += yMove * Time.deltaTime * sensitivity;
if (x > halfLookRange)
{
x = halfLookRange;
if (xMove > 0f) xMove = 0f;
}
else if (x < -halfLookRange)
{
x = -halfLookRange;
if (xMove < 0f) xMove = 0f;
}
if (y > halfLookRange)
{
y = halfLookRange;
if (yMove > 0f) yMove = 0f;
}
else if (y < -halfLookRange)
{
y = -halfLookRange;
if (yMove < 0f) yMove = 0f;
}
if (crosshairSphere != null && crosshairSphere.gameObject.activeSelf)
{
idealCrosshairZ += Input.GetAxis("Mouse ScrollWheel") * 4f;
idealCrosshairZ = Mathf.Clamp(idealCrosshairZ, 2f, 6f);
crosshairZ = Mathf.MoveTowards(crosshairZ, idealCrosshairZ, Time.deltaTime * 8f);
Vector3 localPos = crosshairSphere.localPosition;
localPos.z = crosshairZ;
crosshairSphere.localPosition = localPos;
}
this.transform.localRotation = Quaternion.AngleAxis(x, Vector3.up) * Quaternion.AngleAxis(y, Vector3.right);
}
}
}