◆ ButtonsToAxe()
float Characters.FirstPerson.MouseLook1.ButtonsToAxe |
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float |
up, |
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float |
down |
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) |
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◆ ClampRotationAroundXAxis()
Quaternion Characters.FirstPerson.MouseLook1.ClampRotationAroundXAxis |
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Quaternion |
q | ) |
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private |
◆ Init()
void Characters.FirstPerson.MouseLook1.Init |
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Transform |
character, |
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Transform |
camera |
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) |
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◆ InternalLockUpdate()
void Characters.FirstPerson.MouseLook1.InternalLockUpdate |
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| ) |
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private |
◆ LookRotation()
void Characters.FirstPerson.MouseLook1.LookRotation |
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Transform |
character, |
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Transform |
camera |
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) |
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◆ OnDisable()
void Characters.FirstPerson.MouseLook1.OnDisable |
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| ) |
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private |
◆ OnEnable()
void Characters.FirstPerson.MouseLook1.OnEnable |
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private |
◆ SetCursorLock()
void Characters.FirstPerson.MouseLook1.SetCursorLock |
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bool |
value | ) |
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◆ UpdateCursorLock()
void Characters.FirstPerson.MouseLook1.UpdateCursorLock |
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| ) |
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◆ clampVerticalRotation
bool Characters.FirstPerson.MouseLook1.clampVerticalRotation = true |
◆ input_ControlMapping
◆ lockCursor
bool Characters.FirstPerson.MouseLook1.lockCursor = false |
◆ m_CameraTargetRot
Quaternion Characters.FirstPerson.MouseLook1.m_CameraTargetRot |
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private |
◆ m_CharacterTargetRot
Quaternion Characters.FirstPerson.MouseLook1.m_CharacterTargetRot |
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private |
◆ m_cursorIsLocked
bool Characters.FirstPerson.MouseLook1.m_cursorIsLocked = false |
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private |
◆ MaximumX
float Characters.FirstPerson.MouseLook1.MaximumX = 90F |
◆ MinimumX
float Characters.FirstPerson.MouseLook1.MinimumX = -90F |
◆ smoothCamMotion
bool Characters.FirstPerson.MouseLook1.smoothCamMotion |
◆ smoothTime
float Characters.FirstPerson.MouseLook1.smoothTime = 5f |
◆ XSensitivity
float Characters.FirstPerson.MouseLook1.XSensitivity = 2f |
◆ YSensitivity
float Characters.FirstPerson.MouseLook1.YSensitivity = 2f |
The documentation for this class was generated from the following file:
- D:/Users/marco/Dokuments/OneDrive/FAU/Informatik/!UFrameIT/FrameIT/MaZiFAU/Assets/Scripts/UI/Characters/FirstPersonCharacter/Scripts/MouseLook1.cs