PlayerCamera.Update C# (CSharp) Method

Update() public method

public Update ( ) : void
return void
	void Update () {
        if (player.GetComponent<PlayerControl>().inManager) { return; }

		if (ModifyHorizontal) 
			transform.Rotate (0f, -(mousex - Input.mousePosition.x) * XSensitivity, 0f);

		if (ModifyVertical)
			if ((mousey - Input.mousePosition.y) < 0 || transform.localRotation.x < 0.6) {
				if ((mousey - Input.mousePosition.y) > 0 || transform.localRotation.x > -0.6) {
					if (Invert) {
						transform.Rotate (-(mousey - Input.mousePosition.y) * YSensitivity, 0f, 0f);
					} else {
						transform.Rotate ((mousey - Input.mousePosition.y) * YSensitivity, 0f, 0f);
					}
				} else {
					transform.localRotation.Set(-0.6f,
					                       transform.localRotation.y,
					                       transform.localRotation.z,
					                       transform.localRotation.w);
				}
			} else {
				transform.localRotation.Set(0.6f,
				                       transform.localRotation.y,
				                       transform.localRotation.z,
				                       transform.localRotation.w);
			}

		mousex = Input.mousePosition.x;
		mousey = Input.mousePosition.y;
	}
}

Usage Example

Example #1
0
        /// <summary>
        /// Update the world
        /// </summary>
        /// <param name="frameStepTime">Provides a snapshot of timing values.</param>
        public override ScreenElement Update(TimeSpan frameStepTime)
        {
            // All chunks and skydome are updated
            chunkManager.CheckForChunkUpdates(frameStepTime, player.playerData.position);
            skydome.UpdateTimeOfDay(frameStepTime.TotalSeconds, skydomeEffect);

            // Camera collision check
            Vector2 playerMoveVector = new Vector2(
                playerCamera.worldMatrix.Forward.X,
                playerCamera.worldMatrix.Forward.Z
                );

            // First move the player
            player.Update(frameStepTime, playerMoveVector, chunkManager);

            // Keep the sky camera position at the origin
            playerCamera.SetChaseTarget(player.playerData.position + new Vector3(0, 1.5f, 0));
            skydomeCamera.SetChaseTarget(Vector3.Zero);

            // Update camera movement
            playerCamera.Update(frameStepTime);
            skydomeCamera.Update(frameStepTime);

            // Update debug info
            debugStats.vertexCount  = vertexCount;
            debugStats.chunksAdded  = chunkManager.ChunksAdded;
            debugStats.chunksLoaded = chunkManager.voxelCache.voxels.Count;// ChunksLoaded;
            debugStats.cameraPos    = playerCamera.position;
            debugStats.playerPos    = player.playerData.position;
            debugStats.timeOfDay    = skydome.RelativeTimeOfDay;

            return(base.Update(frameStepTime));
        }
All Usage Examples Of PlayerCamera::Update
PlayerCamera