I'm reviewing this piece of code about camera movement:
using UnityEngine;
using System.Collections;
public class CamMove : MonoBehaviour {
Vector2 mouseLook;
Vector2 smoothV;
public float sensitivity=5.0f;
public float smoothing = 2.0f;
GameObject character;
void Start()
{
//moving left and right
character = this.transform.parent.gameObject;
}
void Update()
{
var md = new Vector2 (Input.GetAxisRaw ("Mouse X"), Input.GetAxisRaw ("Mouse Y")); //mouse movement
md = Vector2.Scale (md, new Vector2 (sensitivity * smoothing, sensitivity * smoothing));
smoothV.x = Mathf.Lerp (smoothV.x, md.x, 1f / smoothing);
smoothV.y = Mathf.Lerp (smoothV.y, md.y, 1f / smoothing);
mouseLook += smoothV;
if(mouseLook.y>-40 && mouseLook.y<60)
transform.localRotation = Quaternion.AngleAxis (-mouseLook.y, Vector3.right);
character.GetComponent<CharacterController>().transform.localRotation = Quaternion.AngleAxis (mouseLook.x, character.transform.up);
}
}
how does he get every new locatiion ? With Math.Lerp interpolation ? Also I can't understand the part md = Vector2.Scale (md, new Vector2 (sensitivity * smoothing, sensitivity * smoothing));
Also the part :
if(mouseLook.y>-40 && mouseLook.y<60)
transform.localRotation = Quaternion.AngleAxis (-mouseLook.y, Vector3.right);