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New Version 1.6
New 125 balls & powerups. Improved graphics.
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using UnityEngine;
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using System.Collections;
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/// MouseLook rotates the transform based on the mouse delta.
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/// Minimum and Maximum values can be used to constrain the possible rotation
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/// To make an FPS style character:
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/// - Create a capsule.
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/// - Add the MouseLook script to the capsule.
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/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
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/// - Add FPSInputController script to the capsule
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/// -> A CharacterMotor and a CharacterController component will be automatically added.
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/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
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/// - Add a MouseLook script to the camera.
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/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
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[AddComponentMenu("Camera-Control/Mouse Look")]
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public class MouseLook : MonoBehaviour {
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public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
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public RotationAxes axes = RotationAxes.MouseXAndY;
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public float sensitivityX = 15F;
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public float sensitivityY = 15F;
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public float minimumX = -360F;
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public float maximumX = 360F;
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public float minimumY = -60F;
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public float maximumY = 60F;
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float rotationY = 0F;
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void Update ()
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{
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if (axes == RotationAxes.MouseXAndY)
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{
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float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
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rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
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rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
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transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
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}
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else if (axes == RotationAxes.MouseX)
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{
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transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
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}
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else
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{
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rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
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rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
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transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
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}
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}
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void Start ()
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{
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// Make the rigid body not change rotation
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if (GetComponent<Rigidbody>())
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GetComponent<Rigidbody>().freezeRotation = true;
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}
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}
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