this is my GunScript
when i have it disabled, my game works fine, when i enable it, the gun is stuck at my body (as it suppost to)
but i cant move at all and look around!
this works if i disable the GunScript
when i move the camera it forces it back to the default location
and my scene view screen is moving wheird when im not even doing anything
i dont think this suppost to happend…
it messes my entire game up!
here is the code:
var cameraObject : GameObject;
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var targetXRotation : float;
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var targetYRotation : float;
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var targetXRotationV : float;
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var targetYRotationV : float;
var rotateSpeed : float = 0.3;
var holdHeight : float = -0.5;
var holdSide : float = 0.5;
var racioHipHold : float = 1;
var hipToAimSpeed : float = 0.1;
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var racioHipHoldV : float;
function Update ()
{
if(Input.GetButton("Fire2"))
{
racioHipHold = Mathf.SmoothDamp(racioHipHold, 0, racioHipHoldV, hipToAimSpeed);
}
if(Input.GetButton("Fire2") == false)
{
racioHipHold = Mathf.SmoothDamp(racioHipHold, 1, racioHipHoldV, hipToAimSpeed);
}
transform.position = cameraObject.transform.position + (Quaternion.Euler(0, targetYRotation, 0) * Vector3(holdSide * racioHipHold, holdHeight * racioHipHold, 0));
targetXRotation = Mathf.SmoothDamp(targetXRotation, cameraObject.GetComponent(MouseLookScript).xRotation, targetXRotationV, rotateSpeed);
targetYRotation = Mathf.SmoothDamp(targetYRotation, cameraObject.GetComponent(MouseLookScript).yRotation, targetYRotationV, rotateSpeed);
transform.rotation = Quaternion.Euler(targetXRotation, targetYRotation, 0);
}
it is using the LookScript:
var defaultCameraAngle : float = 60;
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var currentTargetCameraAngle : float = 60;
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var racioZoom : float = 1;
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var racioZoomV : float;
var racioZoomSpeed : float = 0.2;
var lookSensitivity : float = 5;
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var yRotation : float;
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var xRotation : float;
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var currentYRotation : float;
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var currentXRotation : float;
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var yRotationV : float;
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var xRotationV : float;
var lookSmoothDamp : float = 0.1;
function Update ()
{
yRotation += Input.GetAxis("Mouse X") * lookSensitivity;
xRotation -= Input.GetAxis("Mouse Y") * lookSensitivity;
xRotation = Mathf.Clamp(xRotation, -90, 90);
currentXRotation = Mathf.SmoothDamp(currentXRotation, xRotation, xRotationV, lookSmoothDamp);
currentYRotation = Mathf.SmoothDamp(currentYRotation, yRotation, yRotationV, lookSmoothDamp);
transform.rotation = Quaternion.Euler(currentXRotation, currentYRotation, 0);
}