using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
public class SimpleMouseRotator : MonoBehaviour
{
// A mouselook behaviour with constraints which operate relative to
// this gameobject's initial rotation.
// Only rotates around local X and Y.
// Works in local coordinates, so if this object is parented
// to another moving gameobject, its local constraints will
// operate correctly
// (Think: looking out the side window of a car, or a gun turret
// on a moving spaceship with a limited angular range)
// to have no constraints on an axis, set the rotationRange to 360 or greater.
public Vector2 rotationRange = new Vector3(70, 70);
public float rotationSpeed = 10;
public float dampingTime = 0.2f;
public bool autoZeroVerticalOnMobile = true;
public bool autoZeroHorizontalOnMobile = false;
public bool relative = true;
private Vector3 m_TargetAngles;
private Vector3 m_FollowAngles;
private Vector3 m_FollowVelocity;
private Quaternion m_OriginalRotation;
private void Start()
{
m_OriginalRotation = transform.localRotation;
}
private void Update()
{
// we make initial calculations from the original local rotation
transform.localRotation = m_OriginalRotation;
// read input from mouse or mobile controls
float inputH;
float inputV;
if (relative)
{
inputH = Input.GetAxis("Mouse X");
// inputV = CrossPlatformInputManager.GetAxis("Mouse Y");
// wrap values to avoid springing quickly the wrong way from positive to negative
if (m_TargetAngles.y > 180)
{
m_TargetAngles.y -= 360;
m_FollowAngles.y -= 360;
}
if (m_TargetAngles.x > 180)
{
m_TargetAngles.x -= 360;
m_FollowAngles.x -= 360;
}
if (m_TargetAngles.y < -180)
{
m_TargetAngles.y += 360;
m_FollowAngles.y += 360;
}
if (m_TargetAngles.x < -180)
{
m_TargetAngles.x += 360;
m_FollowAngles.x += 360;
}
#if MOBILE_INPUT
// on mobile, sometimes we want input mapped directly to tilt value,
// so it springs back automatically when the look input is released.
if (autoZeroHorizontalOnMobile) {
m_TargetAngles.y = Mathf.Lerp (-rotationRange.y * 0.5f, rotationRange.y * 0.5f, inputH * .5f + .5f);
} else {
m_TargetAngles.y += inputH * rotationSpeed;
}
if (autoZeroVerticalOnMobile) {
m_TargetAngles.x = Mathf.Lerp (-rotationRange.x * 0.5f, rotationRange.x * 0.5f, inputV * .5f + .5f);
} else {
m_TargetAngles.x += inputV * rotationSpeed;
}
#else
// with mouse input, we have direct control with no springback required.
m_TargetAngles.y += inputH*rotationSpeed;
m_TargetAngles.x += inputV*rotationSpeed;
#endif
// clamp values to allowed range
m_TargetAngles.y = Mathf.Clamp(m_TargetAngles.y, -rotationRange.y*0.5f, rotationRange.y*0.5f);
m_TargetAngles.x = Mathf.Clamp(m_TargetAngles.x, -rotationRange.x*0.5f, rotationRange.x*0.5f);
}
else
{
inputH = Input.mousePosition.x;
inputV = Input.mousePosition.y;
// set values to allowed range
m_TargetAngles.y = Mathf.Lerp(-rotationRange.y*0.5f, rotationRange.y*0.5f, inputH/Screen.width);
m_TargetAngles.x = Mathf.Lerp(-rotationRange.x*0.5f, rotationRange.x*0.5f, inputV/Screen.height);
}
// smoothly interpolate current values to target angles
m_FollowAngles = Vector3.SmoothDamp(m_FollowAngles, m_TargetAngles, ref m_FollowVelocity, dampingTime);
// update the actual gameobject's rotation
transform.localRotation = m_OriginalRotation*Quaternion.Euler(-m_FollowAngles.x, m_FollowAngles.y, 0);
}
}
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