83 lines
2.6 KiB
C#
83 lines
2.6 KiB
C#
using System;
|
|
using UnityEngine;
|
|
|
|
namespace TDLN.CameraControllers
|
|
{
|
|
public class CameraOrbit : MonoBehaviour
|
|
{
|
|
public GameObject target;
|
|
public float distance = 10.0f;
|
|
|
|
public float xSpeed = 250.0f;
|
|
public float ySpeed = 120.0f;
|
|
|
|
public float yMinLimit = -20;
|
|
public float yMaxLimit = 80;
|
|
|
|
float x = 0.0f;
|
|
float y = 0.0f;
|
|
|
|
void Start()
|
|
{
|
|
var angles = transform.eulerAngles;
|
|
x = angles.y;
|
|
y = angles.x;
|
|
}
|
|
|
|
float prevDistance;
|
|
|
|
void LateUpdate()
|
|
{
|
|
if (distance < 2) distance = 2;
|
|
distance -= Input.GetAxis("Mouse ScrollWheel") * 2;
|
|
if (target && (Input.GetMouseButton(0) || Input.GetMouseButton(1)))
|
|
{
|
|
var pos = Input.mousePosition;
|
|
var dpiScale = 1f;
|
|
if (Screen.dpi < 1) dpiScale = 1;
|
|
if (Screen.dpi < 200) dpiScale = 1;
|
|
else dpiScale = Screen.dpi / 200f;
|
|
|
|
if (pos.x < 380 * dpiScale && Screen.height - pos.y < 250 * dpiScale) return;
|
|
|
|
// comment out these two lines if you don't want to hide mouse curser or you have a UI button
|
|
Cursor.visible = false;
|
|
Cursor.lockState = CursorLockMode.Locked;
|
|
|
|
x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
|
|
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
|
|
|
|
y = ClampAngle(y, yMinLimit, yMaxLimit);
|
|
var rotation = Quaternion.Euler(y, x, 0);
|
|
var position = rotation * new Vector3(0.0f, 0.0f, -distance) + target.transform.position;
|
|
transform.rotation = rotation;
|
|
transform.position = position;
|
|
|
|
}
|
|
else
|
|
{
|
|
// comment out these two lines if you don't want to hide mouse curser or you have a UI button
|
|
Cursor.visible = true;
|
|
Cursor.lockState = CursorLockMode.None;
|
|
}
|
|
|
|
if (Math.Abs(prevDistance - distance) > 0.001f)
|
|
{
|
|
prevDistance = distance;
|
|
var rot = Quaternion.Euler(y, x, 0);
|
|
var po = rot * new Vector3(0.0f, 0.0f, -distance) + target.transform.position;
|
|
transform.rotation = rot;
|
|
transform.position = po;
|
|
}
|
|
}
|
|
|
|
static float ClampAngle(float angle, float min, float max)
|
|
{
|
|
if (angle < -360)
|
|
angle += 360;
|
|
if (angle > 360)
|
|
angle -= 360;
|
|
return Mathf.Clamp(angle, min, max);
|
|
}
|
|
}
|
|
} |