82 lines
3.0 KiB
C#
82 lines
3.0 KiB
C#
using UnityEngine;
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// Very simple smooth mouselook modifier for the MainCamera in Unity
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// by Francis R. Griffiths-Keam - www.runningdimensions.com
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public class UniStormMouseLook : MonoBehaviour
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{
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Vector2 _mouseAbsolute;
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Vector2 _smoothMouse;
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public Vector2 clampInDegrees = new Vector2(360, 180);
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public bool lockCursor;
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public Vector2 sensitivity = new Vector2(2, 2);
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public Vector2 smoothing = new Vector2(3, 3);
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public Vector2 targetDirection;
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public Vector2 targetCharacterDirection;
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// Assign this if there's a parent object controlling motion, such as a Character Controller.
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// Yaw rotation will affect this object instead of the camera if set.
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public GameObject characterBody;
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void Start()
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{
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// Set target direction to the camera's initial orientation.
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targetDirection = transform.localRotation.eulerAngles;
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// Set target direction for the character body to its inital state.
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if (characterBody) targetCharacterDirection = characterBody.transform.localRotation.eulerAngles;
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}
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void Update()
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{
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// Ensure the cursor is always locked when set
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//Screen.lockCursor = lockCursor;
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// Allow the script to clamp based on a desired target value.
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var targetOrientation = Quaternion.Euler(targetDirection);
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var targetCharacterOrientation = Quaternion.Euler(targetCharacterDirection);
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// Get raw mouse input for a cleaner reading on more sensitive mice.
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var mouseDelta = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));
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// Scale input against the sensitivity setting and multiply that against the smoothing value.
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mouseDelta = Vector2.Scale(mouseDelta, new Vector2(sensitivity.x * smoothing.x, sensitivity.y * smoothing.y));
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// Interpolate mouse movement over time to apply smoothing delta.
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_smoothMouse.x = Mathf.Lerp(_smoothMouse.x, mouseDelta.x, 1f / smoothing.x);
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_smoothMouse.y = Mathf.Lerp(_smoothMouse.y, mouseDelta.y, 1f / smoothing.y);
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// Find the absolute mouse movement value from point zero.
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_mouseAbsolute += _smoothMouse;
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// Clamp and apply the local x value first, so as not to be affected by world transforms.
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if (clampInDegrees.x < 360)
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_mouseAbsolute.x = Mathf.Clamp(_mouseAbsolute.x, -clampInDegrees.x * 0.5f, clampInDegrees.x * 0.5f);
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// Then clamp and apply the global y value.
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if (clampInDegrees.y < 360)
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_mouseAbsolute.y = Mathf.Clamp(_mouseAbsolute.y, -clampInDegrees.y * 0.5f, clampInDegrees.y * 0.5f);
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var xRotation = Quaternion.AngleAxis(-_mouseAbsolute.y, targetOrientation * Vector3.right);
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transform.localRotation = xRotation;
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transform.localRotation *= targetOrientation;
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// If there's a character body that acts as a parent to the camera
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if (characterBody)
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{
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var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, characterBody.transform.up);
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characterBody.transform.localRotation = yRotation;
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characterBody.transform.localRotation *= targetCharacterOrientation;
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}
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else
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{
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var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, transform.InverseTransformDirection(Vector3.up));
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transform.localRotation *= yRotation;
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}
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}
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}
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