using UnityEditor; using UnityEngine; using UnityEngine.Animations.Rigging; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; namespace Menu.Person { public class FollowTheCursor : MonoBehaviour { public Rig targetLayer; public AudioSource audioSource; public Transform aimTarget; public float aimOffset = 1.5f; public Volume volume; private Camera _camera; private DepthOfField depthOfFieldLayer; private float _a; void Start() { _camera = Camera.main; targetLayer.weight = 1f; volume.profile.TryGet(out depthOfFieldLayer); } void Update() { _a+=0.02f; depthOfFieldLayer.focalLength.value = Mathf.Sin(_a) * 59f; Vector2 screenPosition = new Vector2(Input.mousePosition.x, Input.mousePosition.y); Vector3 worldPosition = _camera.ScreenToWorldPoint(new Vector3(screenPosition.x, screenPosition.y, aimOffset)); aimTarget.position = new Vector3(worldPosition.x, worldPosition.y, aimTarget.position.z); } } }