Thinking I could go to another script while I get some insight on another problem, I tried working on my camera again… Problem here, is that whenever I pass the 0 mark for rotations my camera -POPS-. What I mean is, I’ll be looking at… 20 degrees to the right, if I rotate my character past the 0 mark, I’ll then be looking at 340 degrees (20 degrees to the left). I’ve looked at the mouselook script, I’ve looked at modifying the script I have now, but I get the same result. A popping effect after passing over 0 degrees.
var target : Transform;
var targetHeight = 2.0;
var distance = 5.0;
var maxDistance = 20;
var minDistance = 2.5;
var xSpeed = 250.0;
var ySpeed = 120.0;
var yMinLimit = -20;
var yMaxLimit = 80;
var xMinLimit = -40;
var xMaxLimit = 40;
var zoomRate = 20;
var rotationDampening = 3.0;
private var x = 0.0;
private var y = 0.0;
private var originalRotation : Quaternion;
@script AddComponentMenu("Camera-Control/WoW Camera")
function Start () {
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
function Update () {
if(!target)
return;
// If either mouse buttons are down, let them govern camera position
if (Input.GetMouseButton(0) || Input.GetMouseButton(1))
{
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
//Make it so you cannot rotate past the character's natural head movement. This will make shooting
//Seem more realistic, and you won't be able to shoot from your butt.
//x = Mathf.Clamp(x, (target.eulerAngles.y + xMinLimit), (target.eulerAngles.y + xMaxLimit));
//x = ClampAngle(x, xMinLimit, xMaxLimit);
// otherwise, ease behind the target if any of the directional keys are pressed
} else if(Input.GetAxis("Vertical") || Input.GetAxis("Horizontal")) {
var targetRotationAngle = target.eulerAngles.y;
var currentRotationAngle = transform.eulerAngles.y;
x = Mathf.LerpAngle(currentRotationAngle, targetRotationAngle, rotationDampening * Time.deltaTime);
}
distance -= (Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime) * zoomRate * Mathf.Abs(distance);
distance = Mathf.Clamp(distance, minDistance, maxDistance);
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation:Quaternion = Quaternion.Euler(y, x, 0);
var position = target.position - (rotation * Vector3.forward * distance + Vector3(0,-targetHeight,0));
transform.rotation = rotation;
transform.position = position;
}
static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}
static function ClampAngleX (angle : float, min : float, max : float) {
if (angle < -360)
angle = -360;
if (angle > 360)
angle = 360;
return Mathf.Clamp (angle, min, max);
}
Don’t worry about ClampAngleX, I thought I could change some variables around to fix the popping problem.
Anyways note the two lines:
//x = Mathf.Clamp(x, (target.eulerAngles.y + xMinLimit), (target.eulerAngles.y + xMaxLimit));
//x = ClampAngle(x, xMinLimit, xMaxLimit);
The first line allows me to stay within an 80 degree area. However when I use that line, my camera pops at 0 degrees. I’m rotating my character, btw.
The second line clamps the degrees correctly, I get no popping, but I can only see things within that 80 degree area. Which means I can’t see where I’m going if I need to run in the opposite direction.
I need to solve the popping problem, because if I don’t have a clamp on rotating the camera from side to side, my character can shoot from their butt… Which is wrong.