using UnityEngine; using FishNet.Object; using FishNet.Connection; namespace Player { public class CameraController : NetworkBehaviour { //private float mouseX = 0; //private float mouseY; public Camera cam; [SerializeField] private Transform target; private Vector3 offset; public Vector3 Forward { get; private set; } = Vector3.zero; public Vector3 Right { get; private set; } = Vector3.zero; //private float originalDist = 0; //private float newDist = 0; //[SerializeField] // private bool isChild = false; // Start is called before the first frame update private void Start() { } // Update is called once per frame private void Update() { GetMouseLook(); //if(target!=null&&!isChild) //transform.position = target.transform.position+offset; Forward = new Vector3(cam.transform.forward.x, target.transform.forward.y, cam.transform.forward.z); Right = new Vector3(cam.transform.right.x, target.transform.right.y, cam.transform.right.z); } private void GetMouseLook() { //mouseX = Input.GetAxis("Mouse X"); //mouseY = Input.GetAxis("Mouse Y"); //transform.Rotate(0, mouseX * Time.deltaTime * 180f, 0); //cam.transform.parent.parent.transform.Rotate(mouseY * Time.deltaTime * 180f, 0, 0); //Cursor.visible = false; //Cursor.lockState = CursorLockMode.Locked; } } }