PlayerCamera | FEP

PHOTO EMBED

Wed Mar 30 2022 11:42:33 GMT+0000 (Coordinated Universal Time)

Saved by @BiscuitTinx #c#

Ausing System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;

public class PlayerCam : MonoBehaviour
{
    public float sensX;
    public float sensY;

    // orientation stores the direction your facing
    public Transform orientation;
    public Transform camHolder;

    private float xRotation;
    private float yRotation;

    private void Start()
    {
        // makes cursor disappear
        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible = false;
    }

    private void Update()
    {
        // get mouse input
        float mouseX = Input.GetAxisRaw("Mouse X") * Time.deltaTime * sensX;
        float mouseY = Input.GetAxisRaw("Mouse Y") * Time.deltaTime * sensY;

        yRotation += mouseX;

        xRotation -= mouseY;

        // prevents rotation of player going past looking further than up and further from down
        xRotation = Mathf.Clamp(xRotation, -90f, 90f);

        // rotate camera and orientation
        camHolder.rotation = Quaternion.Euler(xRotation, yRotation, 0);
        orientation.rotation = Quaternion.Euler(0, yRotation, 0);
    }

    public void DoFov(float endValue)
    {
        GetComponent<Camera>().DOFieldOfView(endValue, 0.25f);
    }

    public void DoTilt(float zTilt)
    {
        transform.DOLocalRotate(new Vector3(0, 0, zTilt), 0.25f);
    }
}
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