projectEli/Assets/Inventory System/Scripts/Inventory/MouseOrbitImproved.cs

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/*
Original script from: https://wiki.unity3d.com/index.php/MouseOrbitImproved
Just a few line modification by me: https://www.youtube.com/channel/UCjAFR8Gm-7GsMvtC_scsp8A/
*/
using UnityEngine;
using System.Collections;
[AddComponentMenu("Camera-Control/Mouse Orbit with zoom")]
public class MouseOrbitImproved : 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;
private Rigidbody rigidbody;
float x = 0.0f;
float y = 0.0f;
bool orbitable;
// Use this for initialization
void Start()
{
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
rigidbody = GetComponent<Rigidbody>();
// Make the rigid body not change rotation
if (rigidbody != null)
{
rigidbody.freezeRotation = true;
}
}
void Update()
{
/*
if (Input.GetKeyDown(KeyCode.LeftControl) == true)
{
orbitable = true;
}
else if (Input.GetKeyUp(KeyCode.LeftControl) == true)
{
orbitable = false;
}
*/
if (Input.GetMouseButtonDown(0))
orbitable = true;
else if (Input.GetMouseButtonUp(0))
orbitable = false;
if (orbitable)
{
if (target)
{
x += Input.GetAxis("Mouse X") * xSpeed * distance * Time.deltaTime;
y -= Input.GetAxis("Mouse Y") * ySpeed * Time.deltaTime;
y = ClampAngle(y, yMinLimit, yMaxLimit);
Quaternion rotation = Quaternion.Euler(y, x, 0);
distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") *Time.deltaTime, distanceMin, distanceMax);
RaycastHit hit;
if (Physics.Linecast(target.position, transform.position, out hit))
{
distance -= hit.distance;
}
Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * negDistance + target.position;
transform.rotation = rotation;
transform.position = position;
}
}
}
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);
}
}