void CameraMove()
{
Vector3 newCamPosition = transform.position + offset;
camera.position = Vector3.Lerp(camera.position, newCamPosition, cameraMoveSpeed * Time.deltaTime);
mouseX += Input.GetAxis("Mouse X") * sensivity; //пока что ни на что не влияет, просто получаю для новой механики
}
public class MoveAroundObject : MonoBehaviour
{
[SerializeField]
private float _mouseSensitivity = 3.0f;
private float _rotationY;
private float _rotationX;
[SerializeField]
private Transform _target;
[SerializeField]
private float _distanceFromTarget = 3.0f;
private Vector3 _currentRotation;
private Vector3 _smoothVelocity = Vector3.zero;
[SerializeField]
private float _smoothTime = 0.2f;
[SerializeField]
private Vector2 _rotationXMinMax = new Vector2(-40, 40);
void Update()
{
float mouseX = Input.GetAxis("Mouse X") * _mouseSensitivity;
float mouseY = Input.GetAxis("Mouse Y") * _mouseSensitivity;
_rotationY += mouseX;
_rotationX += mouseY;
// Apply clamping for x rotation
_rotationX = Mathf.Clamp(_rotationX, _rotationXMinMax.x, _rotationXMinMax.y);
Vector3 nextRotation = new Vector3(_rotationX, _rotationY);
// Apply damping between rotation changes
_currentRotation = Vector3.SmoothDamp(_currentRotation, nextRotation, ref _smoothVelocity, _smoothTime);
transform.localEulerAngles = _currentRotation;
// Substract forward vector of the GameObject to point its forward vector to the target
transform.position = _target.position - transform.forward * _distanceFromTarget;
}
}