Removed 3D player model, reworked camera rotation (When going diagonal it is still possible to flip around, but thats fine I guess)

This commit is contained in:
Finnchen123 2025-06-07 12:45:15 +02:00
parent dd1b3db417
commit eded2be2ef
6 changed files with 432 additions and 3052 deletions

View File

@ -14,7 +14,19 @@ MonoBehaviour:
m_EditorClassIdentifier: m_EditorClassIdentifier:
m_TableCollectionName: MyAssets m_TableCollectionName: MyAssets
m_TableCollectionNameGuidString: be998aea26820a30aa2217983d31b9c7 m_TableCollectionNameGuidString: be998aea26820a30aa2217983d31b9c7
m_Entries: [] m_Entries:
- m_Id: 254999613279862784
m_Key: GameScene/Controls
m_Metadata:
m_Items: []
- m_Id: 254999710549966848
m_Key: GameScene/Controls 1
m_Metadata:
m_Items: []
- m_Id: 254999749116592128
m_Key: GameScene/Controls 2
m_Metadata:
m_Items: []
m_Metadata: m_Metadata:
m_Items: [] m_Items: []
m_KeyGenerator: m_KeyGenerator:

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@ -56,11 +56,11 @@ public class Controls : MonoBehaviour
if (uihandler.canPlayerRotate()) if (uihandler.canPlayerRotate())
{ {
if(playerInput.currentControlScheme == "Controller"){ if(playerInput.currentControlScheme == "Controller"){
playerCam.GetComponent<PlayerCamera>().LookUpAndDown(view, sensitivityController * multiplier); playerCam.GetComponent<PlayerCamera>().LookAround(view, sensitivityController * multiplier);
player.GetComponent<PlayerGameObject>().rotate(view, sensitivityController * multiplier); player.GetComponent<PlayerGameObject>().rotate(view, sensitivityController * multiplier);
} }
else{ else{
playerCam.GetComponent<PlayerCamera>().LookUpAndDown(view, sensitivityMouse * multiplier); playerCam.GetComponent<PlayerCamera>().LookAround(view, sensitivityMouse * multiplier);
player.GetComponent<PlayerGameObject>().rotate(view, sensitivityMouse * multiplier); player.GetComponent<PlayerGameObject>().rotate(view, sensitivityMouse * multiplier);
} }
} }

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@ -43,16 +43,17 @@ namespace Assets.Scripts.Player
return null; return null;
} }
public void LookUpAndDown(Vector2 view, Vector2 speed) public void LookAround(Vector2 view, Vector2 speed)
{ {
GameObject target = GameObject.Find("targetLooking"); if (transform.rotation.x <= -0.25)
target.transform.localPosition = target.transform.localPosition + new Vector3(0,view.y,0) * speed.y;// * Time.deltaTime; {
if(target.transform.localPosition.y >= 2){ if (view.y > 0) return;
target.transform.localPosition = new Vector3(target.transform.localPosition.x,2f,target.transform.localPosition.z);
} }
if(target.transform.localPosition.y <= -1){ if (transform.rotation.x >= 0.25)
target.transform.localPosition = new Vector3(target.transform.localPosition.x,-1f,target.transform.localPosition.z); {
if (view.y < 0) return;
} }
transform.Rotate(Vector3.left, view.y * speed.y);
} }
void showInformation() void showInformation()

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@ -4,4 +4,4 @@ Language:en
Music:0 Music:0
Effects:0 Effects:0
SensitivityController:1/1 SensitivityController:1/1
SensitivityMouse:34.76152/9.194521 SensitivityMouse:42.32454/58.06303