101 lines
2.6 KiB
C#
101 lines
2.6 KiB
C#
/*
|
|
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);
|
|
}
|
|
} |