Fixed camera limit snapping issue
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@@ -36,33 +36,20 @@ public class CameraController : MonoBehaviour
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pivot.Rotate(-camY, 0, 0);
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pivot.Rotate(-camY, 0, 0);
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}
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}
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if(Input.GetKey(KeyCode.LeftShift))
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{
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player.Rotate(0, camX, 0);
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pivot.Rotate(0, 0, 0);
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}
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if(pivot.rotation.eulerAngles.x > maxViewAngle && pivot.rotation.eulerAngles.x < 180f)
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if(pivot.rotation.eulerAngles.x > maxViewAngle && pivot.rotation.eulerAngles.x < 180f)
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{
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{
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pivot.rotation = Quaternion.Euler(maxViewAngle, 0, 0);
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pivot.rotation = Quaternion.Euler(maxViewAngle, pivot.rotation.eulerAngles.y, pivot.rotation.eulerAngles.z);
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}
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}
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if(pivot.rotation.eulerAngles.x > 180f && pivot.rotation.eulerAngles.x < (360 + minViewAngle))
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if(pivot.rotation.eulerAngles.x > 180f && pivot.rotation.eulerAngles.x < (360 + minViewAngle))
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{
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{
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pivot.rotation = Quaternion.Euler(minViewAngle, 0, 0);
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pivot.rotation = Quaternion.Euler(minViewAngle, pivot.rotation.eulerAngles.y, pivot.rotation.eulerAngles.z);
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}
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}
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float camZ = Input.GetAxisRaw("Mouse ScrollWheel");
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float camZ = Input.GetAxisRaw("Mouse ScrollWheel");
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float angleY = pivot.eulerAngles.y;
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float angleY = pivot.eulerAngles.y;
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float angleX = pivot.eulerAngles.x;
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float angleX = pivot.eulerAngles.x;
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/* Code to force the camera behind the player
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if(Input.GetKey(KeyCode.LeftShift))
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{
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angleY = player.eulerAngles.y;
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angleX = player.eulerAngles.x;
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} */
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float cameraAngle = transform.eulerAngles.y;
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float cameraAngle = transform.eulerAngles.y;
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Quaternion rotation = Quaternion.Euler(angleX, angleY, 0);
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Quaternion rotation = Quaternion.Euler(angleX, angleY, 0);
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