Removed 3D player model, reworked camera rotation (When going diagonal it is still possible to flip around, but thats fine I guess)
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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>().LookUpAndDown(view, sensitivityController * multiplier);
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playerCam.GetComponent<PlayerCamera>().LookAround(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>().LookUpAndDown(view, sensitivityMouse * multiplier);
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playerCam.GetComponent<PlayerCamera>().LookAround(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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@@ -22,7 +22,7 @@ namespace Assets.Scripts.Player
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// Update is called once per frame
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void Update()
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{
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}
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private void FixedUpdate()
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@@ -43,16 +43,17 @@ namespace Assets.Scripts.Player
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return null;
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}
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public void LookUpAndDown(Vector2 view, Vector2 speed)
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public void LookAround(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.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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if (transform.rotation.x <= -0.25)
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{
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if (view.y > 0) return;
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}
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if(target.transform.localPosition.y <= -1){
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target.transform.localPosition = new Vector3(target.transform.localPosition.x,-1f,target.transform.localPosition.z);
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if (transform.rotation.x >= 0.25)
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{
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if (view.y < 0) return;
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}
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transform.Rotate(Vector3.left, view.y * speed.y);
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}
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void showInformation()
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