Reworked camera handling and localization a bit
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@@ -56,11 +56,11 @@ public class Controls : MonoBehaviour
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if (uihandler.canPlayerRotate())
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{
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if(playerInput.currentControlScheme == "Controller"){
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playerCam.GetComponent<PlayerCamera>().lookAround(view, sensitivityController * multiplier);
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playerCam.GetComponent<PlayerCamera>().LookUpAndDown(view, sensitivityController * multiplier);
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player.GetComponent<PlayerGameObject>().rotate(view, sensitivityController * multiplier);
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}
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else{
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playerCam.GetComponent<PlayerCamera>().lookAround(view, sensitivityMouse * multiplier);
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playerCam.GetComponent<PlayerCamera>().LookUpAndDown(view, sensitivityMouse * multiplier);
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player.GetComponent<PlayerGameObject>().rotate(view, sensitivityMouse * multiplier);
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}
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}
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@@ -14,7 +14,7 @@ namespace Assets.Scripts
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{
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SceneManager.sceneLoaded += OnSceneLoaded;
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bool hasSceneHandler = false;
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foreach (Object o in FindObjectsOfType(typeof(MonoBehaviour)))
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foreach (Object o in FindObjectsByType<MonoBehaviour>(FindObjectsSortMode.None))
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{
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if (o.name == "SceneHandlerLoaded")
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{
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@@ -43,10 +43,10 @@ namespace Assets.Scripts.Player
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return null;
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}
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public void lookAround(Vector2 view, Vector2 speed)
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public void LookUpAndDown(Vector2 view, Vector2 speed)
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{
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GameObject target = GameObject.Find("targetLooking");
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target.transform.localPosition = target.transform.localPosition + new Vector3(0,view.y,0) * speed.x;// * Time.deltaTime;
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target.transform.localPosition = target.transform.localPosition + new Vector3(0,view.y,0) * speed.y;// * Time.deltaTime;
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if(target.transform.localPosition.y >= 2){
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target.transform.localPosition = new Vector3(target.transform.localPosition.x,2f,target.transform.localPosition.z);
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}
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@@ -183,7 +183,7 @@ namespace Assets.Scripts.Player
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}
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public void rotate(Vector2 input, Vector2 speed){
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transform.Rotate(Vector3.up, input.x * speed.y);// * Time.deltaTime);
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transform.Rotate(Vector3.up, input.x * speed.x);// * Time.deltaTime);
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}
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public void getRotation()
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