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Ask a question, the control view script on the joint model is not good that is why?

Time:09-22

Make FPS game, control the Angle of script on the model, but the Angle of the whole body will move up and down movement, so the script on the upper body joints, but put go up not to use, and put it on the model is that, want to ask next what reason is this?? The code below
 using System. The Collections; 
using System.Collections.Generic;
Using UnityEngine;

Public class MouseLook: MonoBehaviour {

//Use this for initialization
Public enum RotationAxes
{
MouseXAndY=0,
MouseX=1,
MouseY=2
}
Public RotationAxes axes=RotationAxes. MouseXAndY;
Public float sensitivityHor=9.0 f;
Public float ensitivityVert=9.0 f;

Public float minimumVert=45.0 f;
Public float maximumVert=45.0 f;

Private float _rotationX=0;
Private Vector3 eulerAngels;
Void the Start () {

If (GameObject. FindWithTag (" as ".) GetComponent ())
{
GameObject. FindWithTag (" as ".) GetComponent (). FreezeRotation=true;
}
EulerAngels=transform. LocalEulerAngles;

}

Void the Update () {
If (axes==RotationAxes. MouseX)
{
The transform. The Rotate (0, Input. GetAxis (" Mouse X ") * sensitivityHor, 0).
}
Else if (axes==RotationAxes. MouseY)
{
_rotationX -=Input. GetAxis (Mouse "Y") * sensitivityHor;
_rotationX=Mathf Clamp (_rotationX minimumVert, maximumVert);

Float rotationY=transform. LocalEulerAngles. Y;
Transform. LocalEulerAngles=new Vector3 (eulerAngels. X, eulerAngels. J y, eulerAngels. Z + rotationY);
}
The else
{
_rotationX -=Input. GetAxis (Mouse "Y") * sensitivityHor;
_rotationX=Mathf Clamp (_rotationX minimumVert, maximumVert);

Float delta=Input. GetAxis (" Mouse X ") * sensitivityHor;
Float rotationY=transform. LocalEulerAngles. Y + delta;

The transform. LocalEulerAngles=new Vector3 (_rotationX, rotationY, 0);
}
}
}



Pictures of binding script joints

CodePudding user response:

Alone to write a follow the code of pig feet, camera position height lerp smooth move or something...

CodePudding user response:

I try it on, the one who knows
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