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); } }