using System.Collections; using System.Collections.Generic; using UnityEngine; public class CameraLogic : MonoBehaviour {/* private float X; private float Y; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { if (Input.GetKey(KeyCode.W)) this.transform.Translate(0, 0, 0.1f, Space.Self); if (Input.GetKey(KeyCode.S)) this.transform.Translate(0, 0, -0.1f, Space.Self); if (Input.GetKey(KeyCode.A)) this.transform.Translate(-0.1f, 0, 0, Space.Self); if (Input.GetKey(KeyCode.D)) this.transform.Translate(0.1f, 0, 0, Space.Self); if (Input.GetKey(KeyCode.Space)) this.transform.Translate(0, 0.1f, 0, Space.World); if (Input.GetKey(KeyCode.LeftControl)) this.transform.Translate(0, -0.1f, 0, Space.World); if (Input.GetMouseButton(0)) { X += Input.GetAxis("Mouse Y") * 3f; Y -= Input.GetAxis("Mouse X") * 3f; this.transform.localEulerAngles = new Vector3(X, Y, 0); } } */ CharacterController playerController; Vector3 direction; public float speed = 10; public float jumpPower = 5; public float gravity = 7f; public float mousespeed = 5f; public float minmouseY = -45f; public float maxmouseY = 45f; float RotationY = 0f; float RotationX = 0f; public Transform agretctCamera; // Use this for initialization void Start() { playerController = this.GetComponent(); } // Update is called once per frame void Update() { float _horizontal = Input.GetAxis("Horizontal"); float _vertical = Input.GetAxis("Vertical"); if (playerController.isGrounded) { direction = new Vector3(_horizontal, 0, _vertical); if (Input.GetKeyDown(KeyCode.Space)) direction.y = jumpPower; } direction.y -= gravity * Time.deltaTime; playerController.Move(playerController.transform.TransformDirection(direction * Time.deltaTime * speed)); RotationX += agretctCamera.transform.localEulerAngles.y + Input.GetAxis("Mouse X") * mousespeed; RotationY -= Input.GetAxis("Mouse Y") * mousespeed; RotationY = Mathf.Clamp(RotationY, minmouseY, maxmouseY); this.transform.eulerAngles = new Vector3(0, RotationX, 0); agretctCamera.transform.eulerAngles = new Vector3(RotationY, RotationX, 0); } }