File size: 2,780 Bytes
62ad2a8 f069bd4 62ad2a8 f069bd4 72180aa 62ad2a8 f069bd4 72180aa f069bd4 62ad2a8 f069bd4 12fea46 72180aa 12fea46 62ad2a8 f069bd4 62ad2a8 f069bd4 62ad2a8 72180aa f069bd4 62ad2a8 72180aa | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 | using UnityEngine;
public class PlayerCamController : MonoBehaviour
{
[Header("Sensitivity Settings")]
[SerializeField] private float sensX = 400f;
[SerializeField] private float sensY = 400f;
[Header("References")]
[SerializeField] private Transform playerOrient;
[SerializeField] private Transform camHolder;
[Tooltip("Used to detect wall-sticking so yaw can be clamped while stuck to a wall. Auto-found in scene if left empty.")]
[SerializeField] private PlayerMovement playerMovement;
[Header("Wall Stick Yaw Clamp")]
[Tooltip("How far (degrees) the player can turn left/right of the yaw they were facing when they stuck to the wall.")]
[SerializeField] private float wallStickYawClampRange = 200f;
private float rotXCam;
private float rotYCam;
private bool wasWallSticking;
private float wallStickYawAnchor;
private void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
if (playerMovement == null) playerMovement = FindObjectOfType<PlayerMovement>();
// Cache the current rotation angles on startup so no snap to 0
if (camHolder != null)
{
Vector3 currentRotation = camHolder.eulerAngles;
// Normalize angles
rotXCam = currentRotation.x;
if (rotXCam > 180) rotXCam -= 360f;
rotYCam = currentRotation.y;
}
}
private void Update()
{
float mouseX = Input.GetAxisRaw("Mouse X") * sensX * Time.deltaTime;
float mouseY = Input.GetAxisRaw("Mouse Y") * sensY * Time.deltaTime;
rotYCam += mouseX;
rotXCam -= mouseY;
rotXCam = Mathf.Clamp(rotXCam, -80f, 80f);
HandleWallStickYawClamp();
// Rotate the HOLDER instead of the camera child to maintain the pivot
if (camHolder != null)
{
camHolder.rotation = Quaternion.Euler(rotXCam, rotYCam, 0);
}
// Rotate player body orientation on Y axis
if (playerOrient != null)
{
playerOrient.rotation = Quaternion.Euler(0, rotYCam, 0);
}
}
private void HandleWallStickYawClamp()
{
if (playerMovement == null) return;
bool isSticking = playerMovement.IsWallSticking;
// Just started sticking this frame - anchor the clamp to the current facing.
if (isSticking && !wasWallSticking)
{
wallStickYawAnchor = rotYCam;
}
if (isSticking)
{
float min = wallStickYawAnchor - wallStickYawClampRange;
float max = wallStickYawAnchor + wallStickYawClampRange;
rotYCam = Mathf.Clamp(rotYCam, min, max);
}
wasWallSticking = isSticking;
}
} |