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- using UnityEngine;
- using System.Collections;
- //[AddComponentMenu("Camera-Control/Mouse drag Orbit with zoom")]
- public class MouseOrbit : MonoBehaviour
- {
- public Transform target;
- public float distance = 5.0f;
- public float xSpeed = 120.0f;
- public float ySpeed = 120.0f;
- public float scrollSpeed = 1f;
- public float yMinLimit = -20f;
- public float yMaxLimit = 80f;
- public float distanceMin = .5f;
- public float distanceMax = 15f;
- public float smoothTime = 2f;
- float rotationYAxis = 0.0f;
- float rotationXAxis = 0.0f;
- float velocityX = 0.0f;
- float velocityY = 0.0f;
- private bool start = true;
- // Use this for initialization
- void Start()
- {
- Vector3 angles = transform.eulerAngles;
- rotationYAxis = angles.y;
- rotationXAxis = angles.x;
- // Make the rigid body not change rotation
- // if (rigidbody)
- // {
- // rigidbody.freezeRotation = true;
- // }
- }
- void LateUpdate()
- {
- if (target)
- {
- if (Input.GetMouseButton(1))
- {
- start = false;
- velocityX += xSpeed * Input.GetAxis("Mouse X") * 0.02f;
- velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
- }
- if (start) {
- return;
- }
- rotationYAxis += velocityX;
- rotationXAxis -= velocityY;
- rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);
- //Quaternion fromRotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, 0);
- Quaternion toRotation = Quaternion.Euler (rotationXAxis, rotationYAxis, 0);
- Quaternion rotation = toRotation;
- Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
- Vector3 position = rotation * negDistance + target.position;
- transform.rotation = rotation;
- transform.position = position;
- velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
- velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
- float wheel = Input.GetAxis("Mouse ScrollWheel");
- if (wheel < 0f && distance < distanceMax)
- {
- // scroll down
- distance += scrollSpeed;
- }
- else if (wheel > 0f && distance > distanceMin)
- {
- // scroll up
- distance -= scrollSpeed;
- }
- }
- }
- 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);
- }
- }
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