working, fixing texture mapping
This commit is contained in:
@@ -9,13 +9,12 @@ namespace Game
|
||||
[Limit(0, 9000), Tooltip("Camera speed")]
|
||||
public float MoveSpeed { get; set; } = 400;
|
||||
|
||||
private float _pitch;
|
||||
private float _yaw;
|
||||
private float viewPitch;
|
||||
private float viewYaw;
|
||||
private float viewRoll;
|
||||
|
||||
private float xAxis;
|
||||
private float yAxis;
|
||||
private float inputH;
|
||||
private float inputV;
|
||||
|
||||
private InputEvent onExit = new InputEvent("Exit");
|
||||
|
||||
@@ -40,33 +39,45 @@ namespace Game
|
||||
public override void OnStart()
|
||||
{
|
||||
var initialEulerAngles = Actor.Orientation.EulerAngles;
|
||||
_pitch = initialEulerAngles.X;
|
||||
_yaw = initialEulerAngles.Y;
|
||||
viewPitch = initialEulerAngles.X;
|
||||
viewYaw = initialEulerAngles.Y;
|
||||
viewRoll = initialEulerAngles.Z;
|
||||
}
|
||||
|
||||
public override void OnUpdate()
|
||||
{
|
||||
var camTrans = Actor.Transform;
|
||||
var rootActor = Actor.GetChild(0);
|
||||
var camera = rootActor.GetChild<Camera>();
|
||||
|
||||
xAxis = InputManager.GetAxis("Mouse X");
|
||||
yAxis = InputManager.GetAxis("Mouse Y");
|
||||
|
||||
float xAxis = InputManager.GetAxisRaw("Mouse X");
|
||||
float yAxis = InputManager.GetAxisRaw("Mouse Y");
|
||||
if (xAxis != 0.0f || yAxis != 0.0f)
|
||||
{
|
||||
_pitch += yAxis;
|
||||
_yaw += xAxis;
|
||||
|
||||
camTrans.Orientation = Quaternion.Euler(_pitch, _yaw, 0);
|
||||
|
||||
|
||||
viewPitch += yAxis;
|
||||
viewYaw += xAxis;
|
||||
|
||||
viewPitch = Mathf.Clamp(viewPitch, -90.0f, 90.0f);
|
||||
|
||||
|
||||
// root orientation must be set first
|
||||
rootActor.Orientation = Quaternion.Euler(0, viewYaw, 0);
|
||||
camera.Orientation = Quaternion.Euler(viewPitch, viewYaw, viewRoll);
|
||||
}
|
||||
|
||||
inputH = InputManager.GetAxis("Horizontal");
|
||||
inputV = InputManager.GetAxis("Vertical");
|
||||
|
||||
|
||||
float inputH = InputManager.GetAxis("Horizontal");
|
||||
float inputV = InputManager.GetAxis("Vertical");
|
||||
var move = new Vector3(inputH, 0.0f, inputV);
|
||||
|
||||
if (!move.IsZero)
|
||||
{
|
||||
move.Normalize();
|
||||
move = camTrans.TransformDirection(move) * MoveSpeed;
|
||||
move = camera.Transform.TransformDirection(move) * MoveSpeed;
|
||||
|
||||
{
|
||||
Vector3 delta = move * Time.UnscaledDeltaTime;
|
||||
|
||||
Reference in New Issue
Block a user