Files
agame_for_unity/Assets/_Game/Scripts/MouseLook.cs
T

74 lines
2.0 KiB
C#

using UnityEngine;
using UnityEngine.InputSystem;
namespace Agame
{
public class MouseLook : MonoBehaviour
{
[Header("Sensitivity")]
[Tooltip("Degrees of rotation per pixel of mouse movement.")]
public float mouseSensitivity = 0.12f;
[Header("Vertical Clamp")]
public float minLookAngle = -80f;
public float maxLookAngle = 80f;
[Header("References")]
public Transform characterBody;
private float xRotation = 0f;
private void Start()
{
LockCursor(true);
}
private void Update()
{
var kb = Keyboard.current;
var mouse = Mouse.current;
if (mouse == null)
{
return;
}
// Esc releases the cursor, left click grabs it again (editor-friendly)
if (kb != null && kb.escapeKey.wasPressedThisFrame)
{
LockCursor(false);
}
if (mouse.leftButton.wasPressedThisFrame && Cursor.lockState != CursorLockMode.Locked)
{
LockCursor(true);
}
if (Cursor.lockState != CursorLockMode.Locked)
{
return;
}
// Mouse delta is in pixels for the new Input System
Vector2 delta = mouse.delta.ReadValue();
float mouseX = delta.x * mouseSensitivity;
float mouseY = delta.y * mouseSensitivity;
// Yaw the body left/right
if (characterBody != null)
{
characterBody.Rotate(Vector3.up * mouseX);
}
// Pitch the camera up/down
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, minLookAngle, maxLookAngle);
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
}
private void LockCursor(bool locked)
{
Cursor.lockState = locked ? CursorLockMode.Locked : CursorLockMode.None;
Cursor.visible = !locked;
}
}
}