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(); // 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; } }