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113 lines
4.2 KiB
113 lines
4.2 KiB
/*Original Code: http://wiki.unity3d.com/index.php?title=MouseOrbitZoom*/ |
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/*Modified by Penny de Byl on 8 Aug 2017. |
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to Zoom with scroll, orbit with ALT and Pan with Q |
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*/ |
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using UnityEngine; |
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using System.Collections; |
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public class CameraController : MonoBehaviour |
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{ |
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public Transform target; |
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public Vector3 targetOffset; |
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public float distance = 5.0f; |
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public float maxDistance = 100; |
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public float minDistance = .6f; |
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public float xSpeed = 200.0f; |
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public float ySpeed = 200.0f; |
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public int yMinLimit = -80; |
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public int yMaxLimit = 80; |
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public int zoomRate = 40; |
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public float panSpeed = 0.3f; |
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public float zoomDampening = 5.0f; |
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private float xDeg = 0.0f; |
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private float yDeg = 0.0f; |
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private float currentDistance; |
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private float desiredDistance; |
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private Quaternion currentRotation; |
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private Quaternion desiredRotation; |
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private Quaternion rotation; |
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private Vector3 position; |
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void Start() { Init(); } |
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public void Init() |
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{ |
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GameObject go = new GameObject("Fake Cam Target"); |
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go.transform.position = transform.position + (transform.forward * distance); |
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target = go.transform; |
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distance = Vector3.Distance(transform.position, target.position); |
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currentDistance = distance; |
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desiredDistance = distance; |
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//be sure to grab the current rotations as starting points. |
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position = transform.position; |
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rotation = transform.rotation; |
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currentRotation = transform.rotation; |
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desiredRotation = transform.rotation; |
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xDeg = Vector3.Angle(Vector3.right, transform.right ); |
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yDeg = Vector3.Angle(Vector3.up, transform.up ); |
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} |
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/* |
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* Camera logic on LateUpdate to only update after all character movement logic has been handled. |
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*/ |
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void LateUpdate() |
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{ |
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// If Control and Alt and Middle button? ZOOM! |
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if (Input.GetMouseButton(0) && Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftControl)) |
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{ |
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desiredDistance -= Input.GetAxis("Mouse Y") * Time.deltaTime * zoomRate*0.125f * Mathf.Abs(desiredDistance); |
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} |
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// If middle mouse and left alt are selected? ORBIT |
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else if (Input.GetMouseButton(0) && Input.GetKey(KeyCode.LeftAlt)) |
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{ |
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xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f; |
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yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f; |
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////////OrbitAngle |
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//Clamp the vertical axis for the orbit |
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yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit); |
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// set camera rotation |
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desiredRotation = Quaternion.Euler(yDeg, xDeg, 0); |
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currentRotation = transform.rotation; |
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rotation = Quaternion.Lerp(currentRotation, desiredRotation, Time.deltaTime * zoomDampening); |
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transform.rotation = rotation; |
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} |
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// left mouse button and Q key, we pan by way of transforming the target in screenspace |
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else if (Input.GetMouseButton(0) && Input.GetKey(KeyCode.Q)) |
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{ |
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//grab the rotation of the camera so we can move in a psuedo local XY space |
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target.rotation = transform.rotation; |
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target.Translate(Vector3.right * -Input.GetAxis("Mouse X") * panSpeed); |
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target.Translate(transform.up * -Input.GetAxis("Mouse Y") * panSpeed, Space.World); |
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} |
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////////Orbit Position |
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// affect the desired Zoom distance if we roll the scrollwheel |
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desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * zoomRate * Mathf.Abs(desiredDistance); |
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//clamp the zoom min/max |
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desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance); |
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// For smoothing of the zoom, lerp distance |
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currentDistance = Mathf.Lerp(currentDistance, desiredDistance, Time.deltaTime * zoomDampening); |
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// calculate position based on the new currentDistance |
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position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset); |
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transform.position = position; |
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} |
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private static float ClampAngle(float angle, float min, float max) |
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{ |
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if (angle < -360) |
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angle += 360; |
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if (angle > 360) |
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angle -= 360; |
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return Mathf.Clamp(angle, min, max); |
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} |
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} |