67 lines
2.1 KiB
C#
67 lines
2.1 KiB
C#
|
|
using System.Collections;
|
||
|
|
using System.Collections.Generic;
|
||
|
|
using UnityEngine;
|
||
|
|
|
||
|
|
public class CameraTargetMove : MonoBehaviour
|
||
|
|
{
|
||
|
|
public Transform target;
|
||
|
|
public Vector3 pivotOffset = Vector3.zero;
|
||
|
|
public float distance = 10.0f;
|
||
|
|
public float minDistance = 2f;
|
||
|
|
public float maxDistance = 15f;
|
||
|
|
public float zoomSpeed = 1f;
|
||
|
|
public float xSpeed = 250.0f;
|
||
|
|
public float ySpeed = 250.0f;
|
||
|
|
public bool allowYTilt = true;
|
||
|
|
public float yMinLimit = -90f;
|
||
|
|
public float yMaxLimit = 90f;
|
||
|
|
private float x = 0.0f;
|
||
|
|
private float y = 0.0f;
|
||
|
|
private float targetX = 0f;
|
||
|
|
private float targetY = 0f;
|
||
|
|
public float targetDistance = 0f;
|
||
|
|
|
||
|
|
private void Start()
|
||
|
|
{
|
||
|
|
var angles = transform.eulerAngles;
|
||
|
|
targetX = x = angles.x;
|
||
|
|
targetY = y = ClampAngle(angles.y, yMinLimit, yMaxLimit);
|
||
|
|
targetDistance = distance;
|
||
|
|
}
|
||
|
|
|
||
|
|
private void LateUpdate()
|
||
|
|
{
|
||
|
|
if (!target) return;
|
||
|
|
var scroll = Input.GetAxis("Mouse ScrollWheel");
|
||
|
|
if (scroll > 0.0f) targetDistance -= zoomSpeed;
|
||
|
|
else if (scroll < 0.0f)
|
||
|
|
targetDistance += zoomSpeed;
|
||
|
|
targetDistance = Mathf.Clamp(targetDistance, minDistance, maxDistance);
|
||
|
|
if (Input.GetMouseButton(1) || (Input.GetMouseButton(0) && (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))))
|
||
|
|
{
|
||
|
|
targetX += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
|
||
|
|
if (allowYTilt)
|
||
|
|
{
|
||
|
|
targetY -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
|
||
|
|
targetY = ClampAngle(targetY, yMinLimit, yMaxLimit);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
x = targetX;
|
||
|
|
y = targetY;
|
||
|
|
Quaternion rotation = Quaternion.Euler(y, x, 0);
|
||
|
|
distance = targetDistance;
|
||
|
|
Vector3 position = rotation * new Vector3(0.0f, 0.0f, -distance) + target.position + pivotOffset;
|
||
|
|
transform.rotation = rotation;
|
||
|
|
transform.position = position;
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
private static float ClampAngle(float angle, float min, float max)
|
||
|
|
{
|
||
|
|
if (angle < -360) angle += 360;
|
||
|
|
if (angle > 360) angle -= 360;
|
||
|
|
return Mathf.Clamp(angle, min, max);
|
||
|
|
}
|
||
|
|
}
|