rabidus-test/Assets/Amazing Assets/Advanced Dissolve/Example Scenes/Tutorial Scenes/Files/Scripts/CameraOrbitalMove.cs

88 lines
2.6 KiB
C#

using UnityEngine;
using System.Collections;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
namespace AmazingAssets.AdvancedDissolve.ExampleScripts
{
public class CameraOrbitalMove : MonoBehaviour
{
public Transform target;
public float distance = 5.0f;
public float xSpeed = 120.0f;
public float ySpeed = 120.0f;
public float yMinLimit = -20f;
public float yMaxLimit = 80f;
public float distanceMin = .5f;
public float distanceMax = 15f;
float x = 0.0f;
float y = 0.0f;
// Use this for initialization
void Start()
{
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
}
void Update()
{
#if ENABLE_INPUT_SYSTEM
if (target && !Keyboard.current[Key.LeftCtrl].isPressed && !Keyboard.current[Key.LeftShift].isPressed)
{
x += Mouse.current.delta.ReadValue().x * xSpeed * distance * 0.002f;
y -= Mouse.current.delta.ReadValue().y * ySpeed * 0.002f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
Quaternion rotation = Quaternion.Euler(y, x, 0);
distance = Mathf.Clamp(distance - Mathf.Clamp(Mouse.current.scroll.ReadValue().y, -1, 1) * 2, distanceMin, distanceMax);
Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * negDistance + target.position;
transform.rotation = rotation;
transform.position = position;
}
#else
if (target && !Input.GetKey(KeyCode.LeftControl) && !Input.GetKey(KeyCode.LeftShift))
{
x += Input.GetAxis("Mouse X") * xSpeed * distance * 0.02f;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
Quaternion rotation = Quaternion.Euler(y, x, 0);
distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);
Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * negDistance + target.position;
transform.rotation = rotation;
transform.position = position;
}
#endif
}
public static float ClampAngle(float angle, float min, float max)
{
if (angle < -360F)
angle += 360F;
if (angle > 360F)
angle -= 360F;
return Mathf.Clamp(angle, min, max);
}
}
}