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Magical-Jumping-Bean/Library/metadata/f6/f648a3df441ef4243bc2d3b59166e6ca
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2019-09-29 19:40:54 -04:00
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Q€j€H€ê€ÿÿÿÿ€1€1€ÿÿÿÿ@Þ€€Q€j€ñ€=ÿÿÿÿ€1€1€ÿÿÿÿ€Þ€€€j€ÿÿÿÿ€H€›€ÿÿÿÿ€1€1€ÿÿÿÿ@Þ€€Q€j€y€
€ Þ€€.€€y€Q Þ€€.€ €Þ€X!H€iÿÿÿÿ"€1€1€ÿÿÿÿ#@Þ€€$Q€j€%H€uÿÿÿÿ&€1€1€ÿÿÿÿ'@Þ€€(Q€j€)PPtr<EditorExtension>m_FileIDm_PathIDPPtr<PrefabInstance>m_DefaultReferencesm_Iconm_ExecutionOrderm_ClassNamem_NamespaceLP\ày¯°Ðo„:ýDáOB³,=[fn¬"Assets/Scripts/CameraController.csày¯CameraControllercusing System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraController : MonoBehaviour
{
public bool useOffsetValues;
public bool invertY = false;
public float rotateSpeed = 1.0f;
public float maxViewAngle;
public float minViewAngle;
public Transform player;
public Transform pivot;
public Vector3 offset;
void Start () {
if(!useOffsetValues){
offset = player.position - transform.position;
}
pivot.position = player.position;
pivot.parent = player.transform;
Cursor.visible = !Cursor.visible;
Cursor.lockState = CursorLockMode.Locked;
}
void LateUpdate(){
float camX = Input.GetAxisRaw("Mouse X") * rotateSpeed;
player.Rotate(0, camX, 0);
float camY = Input.GetAxisRaw("Mouse Y") * rotateSpeed;
if (invertY){
pivot.Rotate(camY, 0, 0);
} else {
pivot.Rotate(-camY, 0, 0);
}
if(pivot.rotation.eulerAngles.x > maxViewAngle && pivot.rotation.eulerAngles.x < 180f)
{
pivot.rotation = Quaternion.Euler(maxViewAngle, 0, 0);
}
if(pivot.rotation.eulerAngles.x > 180f && pivot.rotation.eulerAngles.x < (360 + minViewAngle))
{
pivot.rotation = Quaternion.Euler(minViewAngle, 0, 0);
}
float camZ = Input.GetAxisRaw("Mouse ScrollWheel");
float angleX = pivot.eulerAngles.x;
float angleY = player.eulerAngles.y;
float cameraAngle = transform.eulerAngles.y;
//if (Mathf.Abs(cameraAngle - angleY) <= 45){ Potential start for camera following similar to banjo/mario64
Quaternion rotation = Quaternion.Euler(angleX, angleY, 0);
transform.position = player.position - (rotation * offset);
//}
if(transform.position.y < player.position.y){
transform.position = new Vector3(transform.position.x, player.position.y - 0.5f, transform.position.z);
}