70 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			C#
		
	
	
	
			
		
		
	
	
			70 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			C#
		
	
	
	
using UnityEngine;
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using System.Collections;
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[AddComponentMenu("Camera-Control/Mouse drag Orbit with zoom")]
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public class PolygonOrbit : MonoBehaviour
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{
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    public Transform target;
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    public float distance = 5.0f;
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    public float xSpeed = 120.0f;
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    public float ySpeed = 120.0f;
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    public float yMinLimit = -20f;
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    public float yMaxLimit = 80f;
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    public float distanceMin = .5f;
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    public float distanceMax = 15f;
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    public float smoothTime = 2f;
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    float rotationYAxis = 0.0f;
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    float rotationXAxis = 0.0f;
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    float velocityX = 0.0f;
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    float velocityY = 0.0f;
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    // Use this for initialization
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    void Start()
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    {
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        Vector3 angles = transform.eulerAngles;
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        rotationYAxis = angles.y;
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        rotationXAxis = angles.x;
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        // Make the rigid body not change rotation
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        if (GetComponent<Rigidbody>())
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        {
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            GetComponent<Rigidbody>().freezeRotation = true;
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        }
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    }
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    void LateUpdate()
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    {
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        if (target)
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        {
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            if (Input.GetMouseButton(1))
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            {
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                velocityX += xSpeed * Input.GetAxis("Mouse X") * distance * 0.02f;
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                velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
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            }
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            rotationYAxis += velocityX;
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            rotationXAxis -= velocityY;
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            rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);
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            //Quaternion fromRotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, 0);
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            Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
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            Quaternion rotation = toRotation;
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            distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);
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            RaycastHit hit;
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            if (Physics.Linecast(target.position, transform.position, out hit))
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            {
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                distance -= hit.distance;
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            }
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            Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
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            Vector3 position = rotation * negDistance + target.position;
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            transform.rotation = rotation;
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            transform.position = position;
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            velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
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            velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
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        }
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    }
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    public static float ClampAngle(float angle, float min, float max)
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    {
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        if (angle < -360F)
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            angle += 360F;
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        if (angle > 360F)
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            angle -= 360F;
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        return Mathf.Clamp(angle, min, max);
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    }
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} |