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