using System.Collections; using System.Collections.Generic; using UnityEngine; public class MouseMovement : MonoBehaviour { public float mouseSensitivity = 100f; float xRotation = 0f; float YRotation = 0f; void Start() { //Locking the cursor to the middle of the screen and making it invisible Cursor.lockState = CursorLockMode.Locked; } void Update() { if (!InventorySystem.Instance.isOpen && !CraftingSystem.Instance.isOpen) { float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime; float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime; // Debug.Log("Mouse X: " + mouseX); //control rotation around x axis (Look up and down) xRotation -= mouseY; //we clamp the rotation so we cant Over-rotate (like in real life) xRotation = Mathf.Clamp(xRotation, -90f, 90f); //control rotation around y axis (Look up and down) YRotation += mouseX; //applying both rotations transform.localRotation = Quaternion.Euler(xRotation, YRotation, 0f); } } }