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using UnityEngine;
public class RotateByMouseInput : MonoBehaviour
{
public enum XSpace
{
self,
world
}
public enum YSpace
{
self,
world
}
public bool useX;
public XSpace xSpace;
public Vector3 xVector;
public bool useY;
public YSpace ySpace;
public Vector3 yVector;
[Header("Control")]
public bool needControl;
public bool needAlive;
public bool freezeUnusedAngles;
private HasControl hasControl;
private PlayerDeath death;
private float m = 1f;
private void Start()
{
if (needControl)
{
hasControl = base.transform.root.GetComponent<HasControl>();
}
if (needAlive)
{
death = base.transform.root.GetComponent<PlayerDeath>();
}
}
private void LateUpdate()
{
if (needControl && !hasControl.hasControl)
{
return;
}
if (needAlive)
{
m = Mathf.Clamp(death.muscleFunction * 2f, 0f, 1f);
if (death.dead)
{
return;
}
}
if (useX)
{
Vector3 vector = xVector;
if (xSpace == XSpace.self)
{
vector = base.transform.TransformDirection(vector);
}
base.transform.Rotate(vector * Input.GetAxis("Mouse X") * m * 0.8f, Space.World);
}
if (useY)
{
Vector3 vector2 = yVector;
if (ySpace == YSpace.self)
{
vector2 = base.transform.TransformDirection(vector2);
}
base.transform.Rotate(vector2 * Input.GetAxis("Mouse Y") * m * 0.8f, Space.World);
}
if (!freezeUnusedAngles)
{
return;
}
if (useY)
{
if (yVector.x == 0f)
{
base.transform.localRotation = Quaternion.Euler(0f, base.transform.localEulerAngles.y, base.transform.localEulerAngles.z);
}
if (yVector.y == 0f)
{
base.transform.localRotation = Quaternion.Euler(base.transform.localEulerAngles.x, 0f, base.transform.localEulerAngles.z);
}
if (yVector.z == 0f)
{
base.transform.localRotation = Quaternion.Euler(base.transform.localEulerAngles.x, base.transform.localEulerAngles.y, 0f);
}
}
if (useX)
{
if (xVector.x == 0f)
{
base.transform.localRotation = Quaternion.Euler(0f, base.transform.localEulerAngles.y, base.transform.localEulerAngles.z);
}
if (xVector.y == 0f)
{
base.transform.localRotation = Quaternion.Euler(base.transform.localEulerAngles.x, 0f, base.transform.localEulerAngles.z);
}
if (xVector.z == 0f)
{
base.transform.localRotation = Quaternion.Euler(base.transform.localEulerAngles.x, base.transform.localEulerAngles.y, 0f);
}
}
}
}
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