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// rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
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rotationX = ClampAngle(rotationX, minimumX, maximumX); |
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rotationY = ClampAngle(rotationY, minimumY, maximumY); |
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// Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
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// Quaternion yQuaternion = Quaternion.AngleAxis(rotationY, -Vector3.right);
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//
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// transform.localRotation = originalRotation * xQuaternion * yQuaternion;
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// print("look");
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Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up); |
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Quaternion yQuaternion = Quaternion.AngleAxis(rotationY, -Vector3.right); |
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transform.localRotation = originalRotation * xQuaternion * yQuaternion; |
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print("look"); |
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} |
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public bool applyStandingForce = false; |
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