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(You want to only turn character but not tilt it) +/// - Add FPSWalker script to the capsule + +/// - Create a camera. Make the camera a child of the capsule. Reset it's transform. +/// - Add a MouseLook script to the camera. +/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.) +[AddComponentMenu("Camera-Control/Mouse Look")] +public class MouseLook : MonoBehaviour { + + public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } + public RotationAxes axes = RotationAxes.MouseXAndY; + public float sensitivityX = 15F; + public float sensitivityY = 15F; + + public float minimumX = -360F; + public float maximumX = 360F; + + public float minimumY = -60F; + public float maximumY = 60F; + + float rotationX = 0F; + float rotationY = 0F; + + Quaternion originalRotation; + + void Update () + { + if (axes == RotationAxes.MouseXAndY) + { + // Read the mouse input axis + rotationX += Input.GetAxis("Mouse X") * sensitivityX; + rotationY += Input.GetAxis("Mouse Y") * sensitivityY; + + rotationX = ClampAngle (rotationX, minimumX, maximumX); + rotationY = ClampAngle (rotationY, minimumY, maximumY); + + Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up); + Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left); + + transform.localRotation = originalRotation * xQuaternion * yQuaternion; + } + else if (axes == RotationAxes.MouseX) + { + rotationX += Input.GetAxis("Mouse X") * sensitivityX; + rotationX = ClampAngle (rotationX, minimumX, maximumX); + + Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up); + transform.localRotation = originalRotation * xQuaternion; + } + else + { + rotationY += Input.GetAxis("Mouse Y") * sensitivityY; + rotationY = ClampAngle (rotationY, minimumY, maximumY); + + Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left); + transform.localRotation = originalRotation * yQuaternion; + } + } + + void Start () + { + // Make the rigid body not change rotation + if (GetComponent()) + GetComponent().freezeRotation = true; + originalRotation = transform.localRotation; + } + + public static float ClampAngle (float angle, float min, float max) + { + if (angle < -360F) + angle += 360F; + if (angle > 360F) + angle -= 360F; + return 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