Hello, currently my mouse rotates no matter where my mouse goes automatically. I would like it to only rotate when i hold press the middle mouse button, here is my current camera code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ThirdPersonCamera : MonoBehaviour
{
//All the variables used in this class(Look below to see what they do.
private const float Y_ANGLE_MIN = 10.0f;
private const float Y_ANGLE_MAX = 35.0f;
private const float DISTANCE_MAX = 50.0f;
private const float DISTANCE_MIN = 25.0f;
private const float TRANS_MIN = 1.0f;
private const float TRANS_MAX = 2.0f;
public float dragSpeed = 2;
private Vector3 dragOrigin;
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()
{
//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);
//Thiago Laranja's scrollwheel implemetation.
if (Input.GetAxis("Mouse ScrollWheel") > 0) { distance -= 1.0f; }
if (Input.GetAxis("Mouse ScrollWheel") < 0) { distance += 1.0f; }
//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.
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);
}
}
Also to make the camera lock at every 90 degrees, so when i click and drag, it would go, 90, 180, 270, 360, then back to 90.
Thanks in advance for any help