#pragma strict
function Start () {
}
var smooth = 5.0; var tiltAngle = 30.0;
function Update () { var halfW:float = Screen.width/2; transform.position.x = (Input.mousePosition.x - halfW) / (halfW); var halfH:float = Screen.height/3; transform.position.y = (Input.mousePosition.y - halfH) / (halfH); // 회전값을 향해서 부드럽게 기울임. var tiltAroundZ = Input.GetAxis("Mouse X") * tiltAngle * 1; var tiltAroundX = Input.GetAxis("Mouse Y") * tiltAngle * -1; var target = Quaternion.Euler ( tiltAroundX, 0, tiltAroundZ); // 타겟 회전값을 향해 변화하는 강도를 약화시킨다. transform.rotation = Quaternion.Slerp(transform.rotation, target, Time.deltaTime * smooth); //Debug.Log((Input.mousePosition.x - halfW)/halfW);
} |