Test de communication de paquets entre un client et un serveur
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CameraController.cs 1.6KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public class CameraController : MonoBehaviour
  5. {
  6. public PlayerManager player;
  7. public float sensitivity = 100f;
  8. public float clampAngle = 85f;
  9. private float verticalRotation;
  10. private float horizontalRotation;
  11. private void Start()
  12. {
  13. verticalRotation = transform.eulerAngles.x;
  14. horizontalRotation = transform.eulerAngles.y;
  15. }
  16. private void Update()
  17. {
  18. if (Input.GetKeyDown(KeyCode.Escape))
  19. {
  20. ToggleCursorMode();
  21. }
  22. if (Cursor.lockState == CursorLockMode.Locked)
  23. {
  24. Look();
  25. }
  26. Debug.DrawRay(transform.position, transform.forward * 2, Color.red);
  27. }
  28. private void Look()
  29. {
  30. float _mouseVertical = -Input.GetAxis("Mouse Y");
  31. float _mouseHorizontal = Input.GetAxis("Mouse X");
  32. verticalRotation += _mouseVertical * sensitivity * Time.deltaTime;
  33. horizontalRotation += _mouseHorizontal * sensitivity * Time.deltaTime;
  34. verticalRotation = Mathf.Clamp(verticalRotation, -clampAngle, clampAngle);
  35. transform.localRotation = Quaternion.Euler(verticalRotation, 0, 0);
  36. player.transform.rotation = Quaternion.Euler(0 , horizontalRotation, 0);
  37. }
  38. private void ToggleCursorMode()
  39. {
  40. Cursor.visible = !Cursor.visible;
  41. if (Cursor.lockState == CursorLockMode.None)
  42. {
  43. Cursor.lockState = CursorLockMode.Locked;
  44. }
  45. else
  46. {
  47. Cursor.lockState = CursorLockMode.None;
  48. }
  49. }
  50. }