Hi,
I’m trying to convert the MouseLook.cs Y rotation into a Z axis rotation. So that you can look up and down, but not left/right because it should swifel along the z axis.
I’ve tried it down here, but it just uses the same Y axis.
The forward/-forward is handled by the keyboard.
using UnityEngine;
using System.Collections;
/// Mouserotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation
/// To make an FPS style character:
/// - Create a capsule.
/// - Add a rigid body to the capsule
/// - Add the MouseLook script to the capsule.
/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSWalker script to the capsule
/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseMove : MonoBehaviour {
public enum RotationAxes { MouseXAndZ = 0, MouseX = 1, MouseZ = 2 }
public RotationAxes axes = RotationAxes.MouseXAndZ;
public float sensitivityX = 15F;
public float sensitivityZ = 15F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumZ = -60F;
public float maximumZ = 60F;
float rotationX = 0F;
float rotationZ = 0F;
Quaternion originalRotation;
void Update ()
{
if (axes == RotationAxes.MouseXAndZ)
{
// Read the mouse input axis
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotationZ += Input.GetAxis("Mouse Y") * sensitivityZ;
rotationX = ClampAngle (rotationX, minimumX, maximumX);
rotationZ = ClampAngle (rotationZ, minimumZ, maximumZ);
Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
Quaternion zQuaternion = Quaternion.AngleAxis (rotationZ, Vector3.left);
transform.localRotation = originalRotation * xQuaternion * zQuaternion;
}
else if (axes == RotationAxes.MouseX)
{
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotationX = ClampAngle (rotationX, minimumX, maximumX);
Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
transform.localRotation = originalRotation * xQuaternion;
}
else
{
rotationZ += Input.GetAxis("Mouse Y") * sensitivityZ;
rotationZ = ClampAngle (rotationZ, minimumZ, maximumZ);
Quaternion zQuaternion = Quaternion.AngleAxis (rotationZ, Vector3.left);
transform.localRotation = originalRotation * zQuaternion;
}
}
void Start ()
{
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
originalRotation = transform.localRotation;
}
public static float ClampAngle (float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp (angle, min, max);
}
}