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77
Modified fragsurf/PlayerAiming.cs
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77
Modified fragsurf/PlayerAiming.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlayerAiming : MonoBehaviour {
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[Header ("References")]
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public Transform bodyTransform = null;
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[Header ("Sensitivity")]
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public float sensitivityMultiplier = 1f;
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public float horizontalSensitivity = 1f;
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public float verticalSensitivity = 1f;
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[Header ("Restrictions")]
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public float minYRotation = -90f;
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public float maxYRotation = 90f;
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// Rotation values
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[HideInInspector] public float bodyRotation = 0f;
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[HideInInspector] public Vector3 cameraRotation = Vector3.zero;
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private float bodyRotationTemp = 0f;
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private Vector3 cameraRotationTemp = Vector3.zero;
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// Leaning
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[HideInInspector] public float leanInput = 0f;
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// Sway
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[HideInInspector] public float sway = 0f;
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void Start () {
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// Lock the mouse
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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void Update () {
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Vector3 eulerAngles = transform.localEulerAngles;
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// Remove previous rotation
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eulerAngles = new Vector3 (eulerAngles.x - cameraRotationTemp.x, eulerAngles.y, eulerAngles.z - cameraRotationTemp.z);
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bodyTransform.eulerAngles -= cameraRotationTemp.y * Vector3.up;
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// Fix pausing
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if (Time.timeScale == 0f)
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return;
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// Input
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float xMovement = Input.GetAxis ("Mouse X") * horizontalSensitivity * sensitivityMultiplier;
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float yMovement = -Input.GetAxis ("Mouse Y") * verticalSensitivity * sensitivityMultiplier;
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// Rotate camera
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cameraRotation = new Vector3 (Mathf.Clamp (cameraRotation.x + yMovement, minYRotation, maxYRotation),
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cameraRotation.y + xMovement,
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cameraRotation.z + sway);
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cameraRotation.z = Mathf.Lerp (cameraRotation.z, 0f, Time.deltaTime * 3f);
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// Apply rotation
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Vector3 clampedRotation = new Vector3 (Mathf.Clamp (cameraRotation.x, minYRotation, maxYRotation),
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cameraRotation.y,
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cameraRotation.z);
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eulerAngles = new Vector3 (eulerAngles.x + clampedRotation.x, eulerAngles.y, eulerAngles.z + clampedRotation.z);
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bodyTransform.eulerAngles += Vector3.Scale (clampedRotation, new Vector3 (0f, 1f, 0f));
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cameraRotationTemp = clampedRotation;
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// Remove recoil
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transform.localEulerAngles = eulerAngles;
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}
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}
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