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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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File diff suppressed because it is too large
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Normal file
18
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Normal file
|
|
@ -0,0 +1,18 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class CameraFrameRate : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
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void Start()
|
||||
{
|
||||
Application.targetFrameRate = 60;
|
||||
}
|
||||
|
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// Update is called once per frame
|
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void Update()
|
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{
|
||||
|
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}
|
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}
|
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132
Assets/Game/Scripts/ScrollAndPinch.cs
Normal file
132
Assets/Game/Scripts/ScrollAndPinch.cs
Normal file
|
|
@ -0,0 +1,132 @@
|
|||
/*
|
||||
Original Script By: Ditzel
|
||||
Youtube Video Link: https://www.youtube.com/watch?v=KkYco_7-ULA&ab_channel=DitzelGames
|
||||
Uses of this script:
|
||||
For controlling camera movement: Pan, zoom and rotate
|
||||
How to use:
|
||||
Set this on an empty game object positioned at (0,0,0) and attach your active camera.
|
||||
The script only runs on mobile devices or the remote app.
|
||||
DecreaseCameraPanSpeed - The more the value, the greater it slows the pan speed
|
||||
Upper height (Zoom out restriction) - Relative to camera position (not worldspace)
|
||||
Lower height (Zoom in restriction) - Relative to camera position (not worldspace)
|
||||
------[CHANGE LOG]------
|
||||
Edited by Kudoshi : 24/3/2021
|
||||
- Added Zoom In Out restriction
|
||||
- Added camera pan speed
|
||||
*/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
class ScrollAndPinch : MonoBehaviour
|
||||
{
|
||||
#if UNITY_IOS || UNITY_ANDROID
|
||||
public Camera Camera;
|
||||
public bool Rotate;
|
||||
protected Plane Plane;
|
||||
public float DecreaseCameraPanSpeed = 1; //Default speed is 1
|
||||
public float CameraUpperHeightBound; //Zoom out
|
||||
public float CameraLowerHeightBound; //Zoom in
|
||||
|
||||
private Vector3 cameraStartPosition;
|
||||
private void Awake()
|
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{
|
||||
if (Camera == null)
|
||||
Camera = Camera.main;
|
||||
|
||||
cameraStartPosition = Camera.transform.position;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
|
||||
//Update Plane
|
||||
if (Input.touchCount >= 1)
|
||||
Plane.SetNormalAndPosition(transform.up, transform.position);
|
||||
|
||||
var Delta1 = Vector3.zero;
|
||||
var Delta2 = Vector3.zero;
|
||||
|
||||
//Scroll (Pan function)
|
||||
if (Input.touchCount >= 1)
|
||||
{
|
||||
//Get distance camera should travel
|
||||
Delta1 = PlanePositionDelta(Input.GetTouch(0))/DecreaseCameraPanSpeed;
|
||||
if (Input.GetTouch(0).phase == TouchPhase.Moved)
|
||||
Camera.transform.Translate(Delta1, Space.World);
|
||||
}
|
||||
|
||||
//Pinch (Zoom Function)
|
||||
if (Input.touchCount >= 2)
|
||||
{
|
||||
var pos1 = PlanePosition(Input.GetTouch(0).position);
|
||||
var pos2 = PlanePosition(Input.GetTouch(1).position);
|
||||
var pos1b = PlanePosition(Input.GetTouch(0).position - Input.GetTouch(0).deltaPosition);
|
||||
var pos2b = PlanePosition(Input.GetTouch(1).position - Input.GetTouch(1).deltaPosition);
|
||||
|
||||
//calc zoom
|
||||
var zoom = Vector3.Distance(pos1, pos2) /
|
||||
Vector3.Distance(pos1b, pos2b);
|
||||
|
||||
//edge case
|
||||
if (zoom == 0 || zoom > 10)
|
||||
return;
|
||||
|
||||
//Move cam amount the mid ray
|
||||
Vector3 camPositionBeforeAdjustment = Camera.transform.position;
|
||||
Camera.transform.position = Vector3.LerpUnclamped(pos1, Camera.transform.position, 1 / zoom);
|
||||
|
||||
//Restricts zoom height
|
||||
|
||||
//Upper (ZoomOut)
|
||||
if (Camera.transform.position.y > (cameraStartPosition.y + CameraUpperHeightBound))
|
||||
{
|
||||
Camera.transform.position = camPositionBeforeAdjustment;
|
||||
}
|
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//Lower (Zoom in)
|
||||
if (Camera.transform.position.y < (cameraStartPosition.y - CameraLowerHeightBound) || Camera.transform.position.y <= 1)
|
||||
{
|
||||
Camera.transform.position = camPositionBeforeAdjustment;
|
||||
}
|
||||
|
||||
|
||||
//Rotation Function
|
||||
if (Rotate && pos2b != pos2)
|
||||
Camera.transform.RotateAround(pos1, Plane.normal, Vector3.SignedAngle(pos2 - pos1, pos2b - pos1b, Plane.normal));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//Returns the point between first and final finger position
|
||||
protected Vector3 PlanePositionDelta(Touch touch)
|
||||
{
|
||||
//not moved
|
||||
if (touch.phase != TouchPhase.Moved)
|
||||
return Vector3.zero;
|
||||
|
||||
|
||||
//delta
|
||||
var rayBefore = Camera.ScreenPointToRay(touch.position - touch.deltaPosition);
|
||||
var rayNow = Camera.ScreenPointToRay(touch.position);
|
||||
if (Plane.Raycast(rayBefore, out var enterBefore) && Plane.Raycast(rayNow, out var enterNow))
|
||||
return rayBefore.GetPoint(enterBefore) - rayNow.GetPoint(enterNow);
|
||||
|
||||
//not on plane
|
||||
return Vector3.zero;
|
||||
}
|
||||
|
||||
protected Vector3 PlanePosition(Vector2 screenPos)
|
||||
{
|
||||
//position
|
||||
var rayNow = Camera.ScreenPointToRay(screenPos);
|
||||
if (Plane.Raycast(rayNow, out var enterNow))
|
||||
return rayNow.GetPoint(enterNow);
|
||||
|
||||
return Vector3.zero;
|
||||
}
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
Gizmos.DrawLine(transform.position, transform.position + transform.up);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
11
Assets/Game/Scripts/ScrollAndPinch.cs.meta
Normal file
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- _OcclusionStrength: 1
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- _Parallax: 0.02
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- _SmoothnessTextureChannel: 0
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- _SpecularHighlights: 1
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- _SrcBlend: 1
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- _UVSec: 0
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- _ZWrite: 1
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m_Colors:
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- _Color: {r: 0.6965518, g: 1, b: 0, a: 1}
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- _EmissionColor: {r: 0.4068966, g: 1, b: 0, a: 1}
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fileFormatVersion: 2
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guid: aa560d30595c0374d8d827a65e258898
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timeCreated: 1635452238
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licenseType: Store
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NativeFormatImporter:
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mainObjectFileID: 2100000
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userData:
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assetBundleName:
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assetBundleVariant:
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Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue
Block a user