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Character.Move(transform.TransformDirection(Move)); + Character.Move(Character.Head.TransformDirection(Move)); Client.Send(PktType.MoveCreature, new MoveCreaturePkt(transform.TransformDirection(Move), Character.ID)); } else if (Character.Moving()) { @@ -33,6 +40,10 @@ namespace Cyber.Controls { Client.Send(PktType.MoveCreature, new MoveCreaturePkt(new Vector3(), Character.ID)); } + + Rotation.y += Input.GetAxis("Mouse X") * CursorHandler.MouseSensitivityX; + Rotation.x = Mathf.Clamp(Rotation.x - Input.GetAxis("Mouse Y") * CursorHandler.MouseSensitivityY, -89, 89); + Character.SetRotation(Rotation); } else if (Character.Moving()) { // The debug console is open, stop the player. Character.Stop(); diff --git a/Assets/Scripts/Entities/Character.cs b/Assets/Scripts/Entities/Character.cs index 93e1d83..f61bbfd 100644 --- a/Assets/Scripts/Entities/Character.cs +++ b/Assets/Scripts/Entities/Character.cs @@ -17,6 +17,11 @@ namespace Cyber.Entities { /// public CharacterController CharacterController; + /// + /// The head transform for looking around. + /// + public Transform Head; + private Vector3 MovementDirection = new Vector3(); /// @@ -38,6 +43,14 @@ namespace Cyber.Entities { } } + /// + /// Sets the character's rotation. + /// + /// Rotation in euler angles. + public void SetRotation(Vector3 EulerAngles) { + Head.localEulerAngles = EulerAngles; + } + /// /// Whether the player is moving or not. ///