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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[RequireComponent(typeof(Camera))] | |
public class CameraManouver : MonoBehaviour | |
{ | |
Transform _transform; // cache transform component of the camera | |
[Header("Keyboard Translation")] | |
public float horizontalFactor = 10f; | |
public float verticalFactor = 10f; | |
[Header("Mouse Camera Look")] | |
public float mouseSensitivity = 100.0f; | |
[Tooltip("Range of motion around the X axis, up and down between [-value, value]")] | |
public float clampAngle = 80.0f; | |
private float rotY = 0.0f; // rotation around the up/y axis == Left vs Right (sideways) | |
private float rotX = 0.0f; // rotation around the right/x axis == Up vs Down (Vertically) | |
// Start is called before the first frame update | |
void Start() | |
{ | |
_transform = GetComponent<Transform>(); | |
Vector3 rot = _transform.localRotation.eulerAngles; | |
rotY = rot.y; | |
rotX = rot.x; | |
} | |
// Update is called once per frame | |
void Update() | |
{ | |
// Keyboard Translation ================== | |
var haxis = Input.GetAxis("Horizontal"); | |
var vaxis = Input.GetAxis("Vertical"); | |
_transform.Translate(haxis * Vector3.right * horizontalFactor * Time.deltaTime, Space.Self); | |
_transform.Translate(vaxis * Vector3.forward * verticalFactor * Time.deltaTime, Space.Self); | |
// Mouse Free Look ======================== | |
float mouseX = Input.GetAxis("Mouse X"); | |
float mouseY = -Input.GetAxis("Mouse Y"); | |
rotY += mouseX * mouseSensitivity * Time.deltaTime; | |
rotX += mouseY * mouseSensitivity * Time.deltaTime; | |
rotX = Mathf.Clamp(rotX, -clampAngle, clampAngle); | |
Quaternion localRotation = Quaternion.Euler(rotX, rotY, 0.0f); | |
transform.rotation = localRotation; | |
//::::::::: | |
} | |
} |
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