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86 行
2.7 KiB
86 行
2.7 KiB
using UnityEngine;
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using System.Collections;
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// Script by IJM: http://answers.unity3d.com/questions/29741/mouse-look-script.html
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// Changed to fit standard C# conventions
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// MouseLook rotates the transform based on the mouse delta.
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// Minimum and Maximum values can be used to constrain the possible rotation
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// To make an FPS style character:
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// - Create a capsule.
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// - Add a rigid body to the capsule
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// - Add the MouseLook script to the capsule.
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// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
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// - Add FPSWalker script to the capsule
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/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
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/// - Add a MouseLook script to the camera.
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/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
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[AddComponentMenu("Camera-Control/Mouse Look")]
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public class MouseLook : MonoBehaviour {
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public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 };
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public RotationAxes axes = RotationAxes.MouseXAndY;
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public float sensitivityX = 15F;
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public float sensitivityY = 15F;
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public float minimumX = -360F;
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public float maximumX = 360F;
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public float minimumY = -60F;
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public float maximumY = 60F;
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float rotationX = 0F;
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float rotationY = 0F;
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Quaternion originalRotation;
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void FixedUpdate()
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{
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if (axes == RotationAxes.MouseXAndY)
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{
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// Read the mouse input axis
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rotationX += Input.GetAxis("Mouse X") * sensitivityX;
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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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transform.localRotation = originalRotation * xQuaternion * yQuaternion;
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}
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else if (axes == RotationAxes.MouseX)
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{
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rotationX += Input.GetAxis("Mouse X") * sensitivityX;
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rotationX = ClampAngle(rotationX, minimumX, maximumX);
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Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
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transform.localRotation = originalRotation * xQuaternion;
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}
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else
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{
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rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
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rotationY = ClampAngle(rotationY, minimumY, maximumY);
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Quaternion yQuaternion = Quaternion.AngleAxis(-rotationY, Vector3.right);
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transform.localRotation = originalRotation * yQuaternion;
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}
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}
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void Start()
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{
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originalRotation = transform.localRotation;
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}
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public static float ClampAngle(float angle, float min, float max)
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{
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if (angle < -360F)
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angle += 360F;
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if (angle > 360F)
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angle -= 360F;
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return Mathf.Clamp(angle, min, max);
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}
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}
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