using UnityEngine;
public class RotatingTheCamera
{
[SerializeField] private float minimumVert;
[SerializeField] private float maximumVert;
[SerializeField] private float sensitivityVert;
[SerializeField] private float sensitivityHor;
private float sensitivityVertForTheUpdateMethod;
private float sensitivityHorForTheUpdateMethod;
private float _rotationX = 0;
private void Start()
{
sensitivityVertForTheUpdateMethod = sensitivityVert;
sensitivityHorForTheUpdateMethod = sensitivityHor;
}
private void Update()
{
if (Time.timeScale == 1)
{
if(Input.GetMouseButton(0))
{
sensitivityVertForTheUpdateMethod = sensitivityVert;
sensitivityHorForTheUpdateMethod = sensitivityHor;
_rotationX -= Input.GetAxis("Mouse Y") * sensitivityVert;
_rotationX = Mathf.Clamp(_rotationX, minimumVert, maximumVert);
float delta = Input.GetAxis("Mouse X") * sensitivityHor;
float rotationY = transform.localEulerAngles.y + delta;
transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0);
}
else
{
sensitivityVertForTheUpdateMethod = 0;
sensitivityHorForTheUpdateMethod = 0;
}
}
}
}