139 lines
4.7 KiB
C#
139 lines
4.7 KiB
C#
using UnityEngine;
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using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
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namespace Lean.Common
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{
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/// <summary>This component controls the current GameObject's rotation, based on the specified Pitch and Yaw values.</summary>
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[ExecuteInEditMode]
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[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanOrbit")]
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[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Orbit")]
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public class LeanOrbit : MonoBehaviour
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{
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/// <summary>If you want the rotation to be scaled by the camera FOV, then set the camera here.</summary>
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public Camera Camera { set { _camera = value; } get { return _camera; } } [FSA("Camera")] [SerializeField] private Camera _camera;
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/// <summary>The camera will orbit around this point.</summary>
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public Transform Pivot { set { pivot = value; } get { return pivot; } } [FSA("Pivot")] [SerializeField] private Transform pivot;
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/// <summary>If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.
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/// -1 = Instantly change.
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/// 1 = Slowly change.
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/// 10 = Quickly change.</summary>
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public float Damping { set { damping = value; } get { return damping; } } [FSA("Dampening")] [FSA("Damping")] [SerializeField] private float damping = -1.0f;
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/// <summary>Pitch of the rotation in degrees.</summary>
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public float Pitch { set { pitch = value; } get { return pitch; } } [FSA("Pitch")] [SerializeField] private float pitch;
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/// <summary>The strength of the pitch changes with vertical finger movement.</summary>
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public float PitchSensitivity { set { pitchSensitivity = value; } get { return pitchSensitivity; } } [FSA("PitchSensitivity")] [SerializeField] private float pitchSensitivity = 0.25f;
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/// <summary>Yaw of the rotation in degrees.</summary>
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public float Yaw { set { yaw = value; } get { return yaw; } } [FSA("Yaw")] [SerializeField] private float yaw;
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/// <summary>The strength of the yaw changes with horizontal finger movement.</summary>
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public float YawSensitivity { set { yawSensitivity = value; } get { return yawSensitivity; } } [FSA("YawSensitivity")] [SerializeField] private float yawSensitivity = 0.25f;
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[SerializeField]
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private float currentPitch;
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[SerializeField]
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private float currentYaw;
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public void Rotate(Vector2 delta)
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{
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var sensitivity = GetSensitivity();
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delta.x *= pitchSensitivity * sensitivity;
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delta.y *= yawSensitivity * sensitivity;
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RotatePitch(-delta.y);
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RotateYaw ( delta.x);
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}
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public void RotatePitch(float delta)
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{
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var axis = Quaternion.Euler(0.0f, yaw, 0.0f) * Vector3.right;
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delta *= pitchSensitivity * GetSensitivity();
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transform.RotateAround(pivot.position, axis, delta);
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}
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public void RotateYaw(float delta)
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{
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var axis = Vector3.up;
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delta *= yawSensitivity * GetSensitivity();
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transform.RotateAround(pivot.position, axis, delta);
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}
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protected virtual void Start()
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{
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currentPitch = pitch;
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currentYaw = yaw;
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}
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protected virtual void LateUpdate()
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{
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if (pivot != null)
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{
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var angles = Quaternion.LookRotation(pivot.position - transform.position, Vector3.up).eulerAngles;
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pitch = angles.x;
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yaw = angles.y;
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}
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// Get t value
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var factor = LeanHelper.GetDampenFactor(damping, Time.deltaTime);
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// Lerp the current values to the target ones
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currentPitch = Mathf.Lerp(currentPitch, pitch, factor);
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currentYaw = Mathf.Lerp(currentYaw , yaw , factor);
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// Rotate to pitch and yaw values
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transform.localRotation = Quaternion.Euler(currentPitch, currentYaw, 0.0f);
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}
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private float GetSensitivity()
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{
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// Has a camera been set?
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if (_camera != null)
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{
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// Adjust sensitivity by FOV?
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if (_camera.orthographic == false)
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{
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return _camera.fieldOfView / 90.0f;
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}
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}
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return 1.0f;
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}
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}
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}
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#if UNITY_EDITOR
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namespace Lean.Common.Editor
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{
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using TARGET = LeanOrbit;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET))]
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public class LeanOrbit_Editor : LeanEditor
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{
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protected override void OnInspector()
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{
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TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
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Draw("_camera", "If you want the rotation to be scaled by the camera FOV, then set the camera here.");
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Draw("pivot", "The camera will orbit around this point.");
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Draw("damping", "If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.\n\n-1 = Instantly change.\n\n1 = Slowly change.\n\n10 = Quickly change.");
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Draw("pitch", "Pitch of the rotation in degrees.");
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Draw("pitchSensitivity", "The strength of the pitch changes with vertical finger movement.");
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Draw("yaw", "Yaw of the rotation in degrees.");
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Draw("yawSensitivity", "The strength of the yaw changes with horizontal finger movement.");
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}
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}
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}
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#endif |