added ads camera

This commit is contained in:
Mausham
2025-12-29 17:47:01 -08:00
parent 357a226e21
commit eadfddf220
3 changed files with 314 additions and 71 deletions

View File

@@ -2,7 +2,7 @@
- Project name: MobileShooter - Project name: MobileShooter
- Unity version: Unity 6000.3.0f1 - Unity version: Unity 6000.3.0f1
- Active game object: - Active game object:
- Name: Player - Name: Third Person ADS Camera
- Tag: Untagged - Tag: Untagged
- Layer: Default - Layer: Default
<!-- UNITY CODE ASSIST INSTRUCTIONS END --> <!-- UNITY CODE ASSIST INSTRUCTIONS END -->

View File

@@ -49,6 +49,7 @@ namespace Darkmatter.Presentation
[Inject] private PlayerConfigSO playerConfig; [Inject] private PlayerConfigSO playerConfig;
private void Start() private void Start()
{ {
Cursor.lockState = CursorLockMode.Locked; Cursor.lockState = CursorLockMode.Locked;
@@ -58,7 +59,7 @@ namespace Darkmatter.Presentation
} }
private void Update() private void Update()
{ {
//HandleAim(); HandleAim();
HandleShooting(); HandleShooting();
} }
@@ -124,8 +125,8 @@ namespace Darkmatter.Presentation
if(Physics.Raycast(ray,out RaycastHit hitPoint, 100f,groundLayer)) if(Physics.Raycast(ray,out RaycastHit hitPoint, 100f,groundLayer))
{ {
mouseWorldPos= hitPoint.point; mouseWorldPos= hitPoint.point;
aim.position = mouseWorldPos; //aim.position = mouseWorldPos;
//aim.position = Vector3.Lerp(aim.position, hitPoint.point, Time.deltaTime * smoothing); aim.position = Vector3.Lerp(aim.position, hitPoint.point, Time.deltaTime * smoothing);
} }
Vector3 aimDir = (mouseWorldPos - transform.position).normalized; Vector3 aimDir = (mouseWorldPos - transform.position).normalized;
@@ -147,7 +148,7 @@ namespace Darkmatter.Presentation
public void SetCameraRotation(float pitch, float yaw) public void SetCameraRotation(float pitch, float yaw)
{ {
cinemachineFollowTarget.rotation = Quaternion.Euler(pitch, yaw, 0); cinemachineFollowTarget.rotation = Quaternion.Euler(pitch, yaw, 0);
HandleAim();
//transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0,yaw,0), Time.deltaTime*turnSpeed); //transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0,yaw,0), Time.deltaTime*turnSpeed);
} }

View File

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