Look() Methode in Movement Script ist Fertig. yBewegung beim gucken wird geclampt

This commit is contained in:
Jan Breitkreuz 2024-06-19 09:11:15 +02:00
parent 49a5d6cc6a
commit c442497659
2 changed files with 336 additions and 4 deletions

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@ -24,6 +24,16 @@ public class PlayerMoveScript : MonoBehaviour
rb = GetComponent<Rigidbody>(); rb = GetComponent<Rigidbody>();
Cursor.lockState = CursorLockMode.Locked; Cursor.lockState = CursorLockMode.Locked;
cursorIsLocked = true; cursorIsLocked = true;
float degree = 100.0f; // Beispielwert, der außerhalb des Bereichs liegt
degree = Mathf.Clamp(degree, -90, 90);
Debug.Log(degree); // Ausgabe: 90
degree = -100.0f; // Beispielwert, der außerhalb des Bereichs liegt
degree = Mathf.Clamp(degree, -90, 90);
Debug.Log(degree); // Ausgabe: -90
} }
// Update is called once per frame // Update is called once per frame
@ -59,6 +69,7 @@ public class PlayerMoveScript : MonoBehaviour
{ {
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.down), checkForJump)) if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.down), checkForJump))
{ {
rb.velocity = new Vector3(rb.velocity.x, 0, rb.velocity.z);
rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse); rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
} }
} }
@ -73,6 +84,7 @@ public class PlayerMoveScript : MonoBehaviour
Gizmos.DrawRay(transform.position, direction); Gizmos.DrawRay(transform.position, direction);
} }
public float newDirY;
public void look() public void look()
{ {
float xMouseMovement = Input.GetAxis("Mouse X") * xSensitivity * Time.deltaTime; float xMouseMovement = Input.GetAxis("Mouse X") * xSensitivity * Time.deltaTime;
@ -81,10 +93,11 @@ public class PlayerMoveScript : MonoBehaviour
Vector3 currentRotation = cam.transform.rotation.eulerAngles; Vector3 currentRotation = cam.transform.rotation.eulerAngles;
float newDirX = currentRotation.y + xMouseMovement; float newDirX = currentRotation.y + xMouseMovement;
float newDirY = currentRotation.x - yMouseMovement; newDirY = newDirY - yMouseMovement;
newDirY = Mathf.Clamp(newDirY, -90f, 90f);
cam.transform.localRotation = Quaternion.Euler(newDirY, 0, 0); cam.transform.localRotation = Quaternion.Euler(newDirY, 0, 0);
transform.rotation = Quaternion.Euler(0, newDirX, 0); transform.localRotation = Quaternion.Euler(0, newDirX, 0);
} }
public void lockCursor() public void lockCursor()