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path: root/RotateByMouseInput.cs
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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);
			}
		}
	}
}