using UnityEngine; // Daniel Flanigan, 2014 // This is a combined mouse look and camera move script. // The cam move script is by: Francis R. Griffiths-Keam public class MouseLook : MonoBehaviour { Vector2 _mouseAbsolute; Vector2 _smoothMouse; [Space (20)] [Header ("Mouse Look Settings :")] public Vector2 clampInDegrees = new Vector2 (360, 180); //public bool lockCursor; public CursorLockMode lockCursor; public Vector2 sensitivity = new Vector2 (2, 2); public Vector2 smoothing = new Vector2 (3, 3); public Vector2 targetDirection; public Vector2 targetCharacterDirection; // Assign this if there's a parent object controlling motion, such as a Character Controller. // Yaw rotation will affect this object instead of the camera if set. public GameObject characterBody; [Space (20)] [Header ("Camera Move Settings :")] public float acceleration = 1.0f; public float maxSpeed = 5; public float dampingSpeed = 0.2f; public KeyCode fwdKey = KeyCode.W; public KeyCode leftKey = KeyCode.A; public KeyCode backKey = KeyCode.S; public KeyCode rightKey = KeyCode.D; private float speedX, speedZ=0; void Start () { // Set target direction to the camera's initial orientation. targetDirection = transform.localRotation.eulerAngles; // Set target direction for the character body to its inital state. if (characterBody) targetCharacterDirection = characterBody.transform.localRotation.eulerAngles; } void Update () { // Ensure the cursor is always locked when set //Screen.lockCursor = lockCursor; Cursor.lockState = lockCursor; // Allow the script to clamp based on a desired target value. var targetOrientation = Quaternion.Euler (targetDirection); var targetCharacterOrientation = Quaternion.Euler (targetCharacterDirection); // Get raw mouse input for a cleaner reading on more sensitive mice. var mouseDelta = new Vector2 (Input.GetAxisRaw ("Mouse X"), Input.GetAxisRaw ("Mouse Y")); // Scale input against the sensitivity setting and multiply that against the smoothing value. mouseDelta = Vector2.Scale (mouseDelta, new Vector2 (sensitivity.x * smoothing.x, sensitivity.y * smoothing.y)); // Interpolate mouse movement over time to apply smoothing delta. _smoothMouse.x = Mathf.Lerp (_smoothMouse.x, mouseDelta.x, 1f / smoothing.x); _smoothMouse.y = Mathf.Lerp (_smoothMouse.y, mouseDelta.y, 1f / smoothing.y); // Find the absolute mouse movement value from point zero. _mouseAbsolute += _smoothMouse; // Clamp and apply the local x value first, so as not to be affected by world transforms. if (clampInDegrees.x < 360) _mouseAbsolute.x = Mathf.Clamp (_mouseAbsolute.x, -clampInDegrees.x * 0.5f, clampInDegrees.x * 0.5f); var xRotation = Quaternion.AngleAxis (-_mouseAbsolute.y, targetOrientation * Vector3.right); transform.localRotation = xRotation; // Then clamp and apply the global y value. if (clampInDegrees.y < 360) _mouseAbsolute.y = Mathf.Clamp (_mouseAbsolute.y, -clampInDegrees.y * 0.5f, clampInDegrees.y * 0.5f); transform.localRotation *= targetOrientation; // If there's a character body that acts as a parent to the camera if (characterBody) { var yRotation = Quaternion.AngleAxis (_mouseAbsolute.x, characterBody.transform.up); characterBody.transform.localRotation = yRotation; characterBody.transform.localRotation *= targetCharacterOrientation; } else { var yRotation = Quaternion.AngleAxis (_mouseAbsolute.x, transform.InverseTransformDirection (Vector3.up)); transform.localRotation *= yRotation; } } void FixedUpdate(){ if (Input.GetKey (rightKey)) { speedX += acceleration * Time.deltaTime; } else if (Input.GetKey (leftKey)) { speedX -= acceleration * Time.deltaTime; } if (Input.GetKey (backKey)) { speedZ -= acceleration * Time.deltaTime; } else if (Input.GetKey (fwdKey)) { speedZ += acceleration * Time.deltaTime; } speedX = Mathf.Lerp( speedX,0,dampingSpeed * Time.deltaTime); speedZ = Mathf.Lerp( speedZ,0,dampingSpeed * Time.deltaTime); speedX = Mathf.Clamp( speedX,-maxSpeed*Time.deltaTime, maxSpeed*Time.deltaTime); speedZ = Mathf.Clamp( speedZ,-maxSpeed*Time.deltaTime, maxSpeed*Time.deltaTime); transform.position = transform.TransformPoint( new Vector3( speedX,0,speedZ) ); } }