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Question by
KillerCat · Jul 08, 2017 at 12:59 AM ·
rotatecamera rotaterotate objectrotatearound
How can I make the player rotate with the camera so my movement keys don't get messed up because when I do rotate the camera the move keys go in different directions.
How can I make the player rotate with the camera so my movement keys don't get messed up because when I do rotate the camera the move keys go in different directions?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestCam : MonoBehaviour {
//All the variables used in this class(Look below to see what they do. :D )
private const float Y_ANGLE_MIN = 15.0f;
private const float Y_ANGLE_MAX = 30.0f;
private const float DISTANCE_MAX = 50.0f;
private const float DISTANCE_MIN = -50f;
private const float TRANS_MIN = 1.0f;
private const float TRANS_MAX = 2.0f;
public Transform lookAt;
public Transform camTransform;
public GameObject player;
private Camera cam;
public float distance = 5.0f;
private float currentX = 0.0f;
private float currentY = 0.0f;
private float sensitivityX = 4.0f;
private float sensitivityY = 1.0f;
private float trandis;
public Vector3 height = new Vector3(0, 0, 0);
private bool below = false;
private void Start()
{
//Makes camTransform a transform. :)
camTransform = transform;
//Sets variable cam value to the main camera
cam = Camera.main;
}
private void Update()
{
if (Input.GetAxis ("Mouse ScrollWheel") > 0) {
distance += 0.8f;
}
if (Input.GetAxis ("Mouse ScrollWheel") < 0) {
distance -= 0.8f;
}
if (Input.GetMouseButton (1)) {
//Makes the camera move by looking at the axis of the mouse(Also multiplied by the seisitivity.)
currentX += Input.GetAxis ("Mouse X") * sensitivityX;
currentY += Input.GetAxis ("Mouse Y") * sensitivityY;
//Limits the Y variable
currentY = Mathf.Clamp (currentY, Y_ANGLE_MIN, Y_ANGLE_MAX);
//Makes sure that these variables never go over the max and be les than the min. :)
distance = Mathf.Clamp (distance, DISTANCE_MIN, DISTANCE_MAX);
trandis = Mathf.Clamp (distance, TRANS_MIN, TRANS_MAX) - 1;
//Sets players transparency(Make sure that player materials rendering mode has set to transparent or other mode that supports transparency).
player.GetComponent<Renderer> ().material.color = new Color (player.GetComponent<Renderer> ().material.color.r, player.GetComponent<Renderer> ().material.color.g, player.GetComponent<Renderer> ().material.color.b, trandis);
//Disables the object from rendering if your're at distance 0.8.
if (distance <= 0.8f) {
player.GetComponent<Renderer> ().enabled = false;
}
if (distance > 0.8f) {
player.GetComponent<Renderer> ().enabled = true;
}
//If close enough to the character sinp into distance of 0.1(If distance is 0 the camera cant be rotated.)
if (distance <= 0.8f && below == false) {
distance = 0.1f;
below = true;
}
if (distance >= 0.8f && below == true) {
below = false;
}
}
}
private void LateUpdate()
{
//Subtracts hte distance from Z coordinate
Vector3 dir = new Vector3(0, 0, -distance);
//Creates an quaternion for rotation(too bad that we cannot use Vector3. :D )
Quaternion rotation = Quaternion.Euler(currentY, currentX, 0);
//Sets the cameras position and makes it look at player.
camTransform.position = lookAt.position + height + rotation * dir;
camTransform.LookAt(lookAt.position + height);
}
}
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