Forked from SamFZGames/gist:4bce10a255f90bc72921
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August 29, 2015 14:19
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In PlayerScript: | |
// Sprite direction | |
if (xInput > 0) { | |
transform.rotation = Quaternion.Euler (0, 0, 0); | |
} else if (xInput < 0) { | |
transform.rotation = Quaternion.Euler (0, 180, 0); | |
} | |
// Aiming | |
float direction = xInput > 0 ? 1f : -1f; | |
if (lookingUp) { | |
if (xInput == 0) { | |
zapperAngle = Quaternion.Euler (0, 0, 0); // no rotaiton as were rotating a vector pointing up | |
} else { | |
zapperAngle = Quaternion.Euler (0, 0, 45 * direction); | |
} | |
} else if ( yInput < 0 && ( !IsGrounded() || aimLock ) ) { | |
if ( xInput == 0 && !aimLock ) { | |
zapperAngle = Quaternion.Euler (0, 0, 180); | |
} else { | |
zapperAngle = Quaternion.Euler (0, 0, 135*direction); | |
} | |
} else { | |
zapperAngle = Quaternion.Euler (0, 0, 90 * direction); | |
} | |
In CameraScript: | |
// Aiming the camera with the gun | |
aimAngle = PlayerScript.instance.zapperAngle; | |
aimOffset = PlayerScript.instance.zapperAngle * new Vector3(0, 2, 0); |
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