using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class PlayerLook : MonoBehaviour
{
public float recoil;
public float recoilX;
public float mouseSensitivity = 250f;
public Camera cam;
public Transform playerBody;
float xRotation = 0f;
private void Awake()
{
mouseSensitivity = PlayerPrefs.GetFloat("mouseSensitivity");
}
private void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
private void Update()
{
if(Input.GetKeyDown(KeyCode.Escape) && Cursor.lockState == CursorLockMode.Locked)
{
Cursor.lockState = CursorLockMode.None;
}
else if(Input.GetKeyDown(KeyCode.Escape))
{
Cursor.lockState = CursorLockMode.Locked;
}
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity;
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation - recoil, -90f, 90f);
mouseX -= recoilX;
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
if(Input.GetMouseButton(1))
{
cam.fieldOfView = 30f;
}
else
{
cam.fieldOfView = 90f;
}
}
}