Now have a work around for the camera.
This commit is contained in:
parent
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@ -2,6 +2,7 @@ using System;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using Cinemachine;
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public class CameraController : MonoBehaviour
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public class CameraController : MonoBehaviour
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{
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{
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[SerializeField]
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[SerializeField]
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private PlayerInputHandler _inputHandler;
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private PlayerInputHandler _inputHandler;
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//[SerializeField]
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//private CinemachineFreeLook freeLookCam;
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private Vector2 _cameraRotation;
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private Vector2 _cameraRotation;
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void FixedUpdate()
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void FixedUpdate()
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_cameraRotation += _inputHandler.InputState.Look * ( deltaTime * _settings.LookSpeed );
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_cameraRotation += _inputHandler.InputState.Look * ( deltaTime * _settings.LookSpeed );
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_cameraRotation.y = Mathf.Clamp( _cameraRotation.y, _settings.LookYMin, _settings.LookYMax );
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_cameraRotation.y = Mathf.Clamp( _cameraRotation.y, _settings.LookYMin, _settings.LookYMax );
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_inputHandler.SetCameraRotation(_cameraRotation.x * -180.0f);
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_inputHandler.SetCameraRotation(_cameraRotation.x * -180.0f);
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//freeLookCam.m_XAxis.Value = Input.GetAxis("Horizontal");
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//freeLookCam.m_YAxis.Value = Input.GetAxis("Vertical");
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}
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}
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private void LateUpdate()
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private void LateUpdate()
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