using System; using UnityEngine; namespace UnitySA.Characters.FirstPerson; [Serializable] public class MLook { public float XSensitivity = 2f; public float YSensitivity = 2f; public bool clampVerticalRotation = true; public float MinimumX = -90f; public float MaximumX = 90f; public bool smooth; public float smoothTime = 5f; public bool lockCursor = true; private Quaternion m_CharacterTargetRot; private Quaternion m_CameraTargetRot; private bool m_cursorIsLocked = true; public void Init(Transform character, Transform camera) { m_CharacterTargetRot = character.localRotation; m_CameraTargetRot = camera.localRotation; } public void LookRotation(Transform character, Transform camera) { float y = Input.GetAxis("Mouse X") * XSensitivity; float num = Input.GetAxis("Mouse Y") * YSensitivity; m_CharacterTargetRot *= Quaternion.Euler(0f, y, 0f); m_CameraTargetRot *= Quaternion.Euler(0f - num, 0f, 0f); if (clampVerticalRotation) { m_CameraTargetRot = ClampRotationAroundXAxis(m_CameraTargetRot); } if (smooth) { character.localRotation = Quaternion.Slerp(character.localRotation, m_CharacterTargetRot, smoothTime * Time.deltaTime); camera.localRotation = Quaternion.Slerp(camera.localRotation, m_CameraTargetRot, smoothTime * Time.deltaTime); } else { character.localRotation = m_CharacterTargetRot; camera.localRotation = m_CameraTargetRot; } UpdateCursorLock(); } public void SetCursorLock(bool value) { lockCursor = value; if (!lockCursor) { Cursor.lockState = CursorLockMode.None; Cursor.visible = true; } } public void UpdateCursorLock() { if (lockCursor) { InternalLockUpdate(); } } private void InternalLockUpdate() { if (Input.GetKeyUp(KeyCode.Escape)) { m_cursorIsLocked = false; } else if (Input.GetMouseButtonUp(0)) { m_cursorIsLocked = true; } if (m_cursorIsLocked) { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; } else if (!m_cursorIsLocked) { Cursor.lockState = CursorLockMode.None; Cursor.visible = true; } } private Quaternion ClampRotationAroundXAxis(Quaternion q) { q.x /= q.w; q.y /= q.w; q.z /= q.w; q.w = 1f; float value = 114.59156f * Mathf.Atan(q.x); value = Mathf.Clamp(value, MinimumX, MaximumX); q.x = Mathf.Tan((float)Math.PI / 360f * value); return q; } }