I’m trying to make a c# script to move the players head when s/he right clicks and doesn’t move when not right clicking. But in Unity it seems that the if(Input.GetMouseButtonDown(1))
code is being ignored (I can still move without right clicking) Please tell me what I’m doing wrong asap!
Below is my c# script:
using UnityEngine;
using System.Collections;
/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation
/// To make an FPS style character:
/// - Create a capsule.
/// - Add a rigid body to the capsule
/// - Add the MouseLook script to the capsule.
/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSWalker script to the capsule
/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
float rotationX = 0F;
float rotationY = 0F;
Quaternion originalRotation;
void Update ()
{
if(Input.GetMouseButtonDown(1))
{
Debug.Log("rightclick");
if (axes == RotationAxes.MouseXAndY)
{
if (Input.GetMouseButtonDown(1)) {
// Read the mouse input axis
rotationX += Input.GetAxis ("Mouse X") * sensitivityX;
rotationY += Input.GetAxis ("Mouse Y") * sensitivityY;
rotationX = ClampAngle (rotationX, minimumX, maximumX);
rotationY = ClampAngle (rotationY, minimumY, maximumY);
Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
if (Input.GetMouseButtonDown(1)) {
transform.localRotation = originalRotation * xQuaternion * yQuaternion;
}
}
}
else if (axes == RotationAxes.MouseX)
{
if(Input.GetMouseButtonDown(1))
{
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotationX = ClampAngle (rotationX, minimumX, maximumX);
Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
if (Input.GetMouseButtonDown(1)) {
transform.localRotation = originalRotation * xQuaternion;
}
}
}
else
{
if(Input.GetMouseButtonDown(1))
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = ClampAngle (rotationY, minimumY, maximumY);
Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
if (Input.GetMouseButtonDown(1)) {
transform.localRotation = originalRotation * yQuaternion;
}
}
}
}
}
void Start ()
{
// Make the rigid body not change rotation
if (GetComponent<Rigidbody>())
GetComponent<Rigidbody>().freezeRotation = true;
originalRotation = transform.localRotation;
}
public static float ClampAngle (float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp (angle, min, max);
}
}
Please help!!