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Question by jimmyismike · Aug 16, 2012 at 09:27 AM · mousedelaylook

Mouse Look Script Help

Ok so I use the defaut mouse look script (will post at end of this". Is there anyway I can disable it at the start of play for a selected period of time. The period of time being a variable.

 using UnityEngine;
 using System.Collections;
 
 /// MouseLook rotates the transform based on the mouse delta.
 /// Minimum and Maximum values can be used to constrain the possible rotation
 
 /// To make an FPS style character:
 /// - Create a capsule.
 /// - Add the MouseLook script to the capsule.
 ///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
 /// - Add FPSInputController script to the capsule
 ///   -> A CharacterMotor and a CharacterController component will be automatically added.
 
 /// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
 /// - Add a MouseLook script to the camera.
 ///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
 [AddComponentMenu("Camera-Control/Mouse Look")]
 public class MouseLook : MonoBehaviour {
 
     public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
     public RotationAxes axes = RotationAxes.MouseXAndY;
     public float sensitivityX = 15F;
     public float sensitivityY = 15F;
 
     public float minimumX = -360F;
     public float maximumX = 360F;
 
     public float minimumY = -60F;
     public float maximumY = 60F;
 
     float rotationY = 0F;
 
     void Update ()
     {
         if (axes == RotationAxes.MouseXAndY)
         {
             float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
             
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
             
             transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
         }
         else if (axes == RotationAxes.MouseX)
         {
             transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
         }
         else
         {
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
             
             transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
         }
     }
     
     void Start ()
     {
         // Make the rigid body not change rotation
         if (rigidbody)
             rigidbody.freezeRotation = true;
     }
 }
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Answer by FLASHDENMARK · Aug 16, 2012 at 09:54 AM

I have not much experience in C# so syntax errors are likely, but hopefully You will get the general idea.

 using UnityEngine; 
 using System.Collections;
 
 [AddComponentMenu("Camera-Control/Mouse Look")]
 public class MouseLook : MonoBehaviour {
 
     public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
     public RotationAxes axes = RotationAxes.MouseXAndY;
     public float sensitivityX = 15F;
     public float sensitivityY = 15F;
 
     public float minimumX = -360F;
     public float maximumX = 360F;
 
     public float minimumY = -60F;
     public float maximumY = 60F;
     public bool isEnabled = false;
 
     float rotationY = 0F;
 
     void Awake (){
         StartCoroutine("EnableThis");
          //EnableThis();
     }
 
     void Update ()
     {
      if(!isEnabled)
          return;
 
        if (axes == RotationAxes.MouseXAndY)
        {
          float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
 
          rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
          rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
 
          transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
        }
        else if (axes == RotationAxes.MouseX)
        {
          transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
        }
        else
        {
          rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
          rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
 
          transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
        }
     }
 
     void Start ()
     {
        // Make the rigid body not change rotation
        if (rigidbody)
          rigidbody.freezeRotation = true;
     }
     IEnumerator EnableThis (){
          yield return new WaitForSeconds(9);
          isEnabled = true;
     }
 }
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avatar image jimmyismike · Aug 16, 2012 at 10:00 AM 0
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I do have some errors

(2,14): error CS0101: The namespace `global::' already contains a definition for `$$anonymous$$ouseLook'

(56,30): error CS1525: Unexpected symbol `(', expecting `)', `,', `;', `[', or `='

avatar image FLASHDENMARK · Aug 16, 2012 at 10:31 AM 0
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What about now?

avatar image jimmyismike · Aug 16, 2012 at 11:44 AM 0
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One $$anonymous$$ore

(5,14): error CS0101: The namespace `global::' already contains a definition for `$$anonymous$$ouseLook'

avatar image FLASHDENMARK · Aug 16, 2012 at 12:32 PM 0
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Im not getting that error at all. Are you sure you do not have two scripts called $$anonymous$$ouseLook?

I just noticed I spelled a few things wrong. Hopefully you can live with that.

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Answer by jonathanlemaster · Dec 06, 2016 at 08:00 PM

it says to use GetComponent() instreead and it still dont work

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avatar image AlwaysSunny · Dec 06, 2016 at 08:01 PM 0
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Didn't notice the necro when I let this through, can't seem to delete it. Sorry!

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