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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class WeaponSway : MonoBehaviour
{
    [SerializeField] public float minYRotation = 10;
    [SerializeField] public float maxYRotation = 10;
    [Header("Sway Settings")]
    [SerializeField] private float smooth;
    [SerializeField] private float swayMultiplier;
    [SerializeField] private float xmin;
    [SerializeField] private float xmax;
    private float mouseX;
    private float mouseY;

    private void Update() {

        // Get mouse input
             mouseX = Input.GetAxisRaw("Mouse X") * swayMultiplier;
             mouseY = Input.GetAxisRaw("Mouse Y") * swayMultiplier;

             mouseX = Mathf.Clamp(mouseX, xmin, xmax);

            // calculate target rotation
            Quaternion rotationX = Quaternion.AngleAxis(-mouseY, Vector3.right);
            Quaternion rotationY = Quaternion.AngleAxis(mouseX, Vector3.up);

            Quaternion targetRotation = rotationX * rotationY;
        

        // rotate
        transform.localRotation = Quaternion.Slerp(transform.localRotation, targetRotation, smooth * Time.deltaTime);
            
    }

}
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