When i start the game the camera is facing the player but then when I press the W key my player walks backwards and same goes for A,S,D they do the opposite. Don't know what I did wrong with the scripts.
Script 1/ MouseOrbit.js:
var xSpeed = 250.0;
var ySpeed = 120.0;
var yMinLimit = -20;
var yMaxLimit = 80;
private var x = 0.0;
private var y = 0.0;
@script AddComponentMenu("Camera-Control/Mouse Orbit")
function Start () {
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
// Make the rigid body not change rotation
if (GetComponent.())
GetComponent.().freezeRotation = true;
}
function Update () {
distance = Raycast3.distance3;
if(distance > 2){
distance = 0.8;
if(( Input.GetKey(KeyCode.A)) || ( Input.GetKey(KeyCode.LeftArrow))) {
x -= 3; //The higher the number the faster the camera rotation
}
if(( Input.GetKey(KeyCode.D)) || ( Input.GetKey(KeyCode.RightArrow))) {
x += 3;
}
}
}
function LateUpdate () {
if (target) {
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;
transform.rotation = rotation;
transform.position = position;
}
}
static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}
Script 2/ Raycast3.js:
static var distance3 : float = 5;
function Update () {
var hit: RaycastHit;
if( Physics.Raycast(transform.position,transform.TransformDirection(Vector3.forward),hit)){
distance3 = hit.distance;
}
}
Script 3/ Lookatcamera.js:
var target : Transform;
function Update() {
transform.LookAt(target);
}
I watched this tutorial: https://www.youtube.com/watch?v=iEm88-SkyUM
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