using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; public class MoveCamera : MonoBehaviour { public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } public RotationAxes axes = RotationAxes.MouseXAndY; public float sensitivityX = 2F; public float sensitivityY = 2F; public float minimumY = -90F; public float maximumY = 90F; float rotationY = -60F; void Update() { MouseInput(); } void MouseInput() { if (EventSystem.current.IsPointerOverGameObject()) { return; } if (Input.GetMouseButton(0)) { MouseRightClick(); } } void MouseRightClick() { if (axes == RotationAxes.MouseXAndY) { float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX; rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp(rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); } else if (axes == RotationAxes.MouseX) { transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0); } else { rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp(rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0); } } }