12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970 |
- using UnityEngine;
- using System.Collections;
- [AddComponentMenu("Camera-Control/Mouse drag Orbit with zoom")]
- public class PolygonOrbit : 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;
- public float smoothTime = 2f;
- float rotationYAxis = 0.0f;
- float rotationXAxis = 0.0f;
- float velocityX = 0.0f;
- float velocityY = 0.0f;
- // Use this for initialization
- void Start()
- {
- Vector3 angles = transform.eulerAngles;
- rotationYAxis = angles.y;
- rotationXAxis = angles.x;
- // Make the rigid body not change rotation
- if (GetComponent<Rigidbody>())
- {
- GetComponent<Rigidbody>().freezeRotation = true;
- }
- }
- void LateUpdate()
- {
- if (target)
- {
- if (Input.GetMouseButton(1))
- {
- velocityX += xSpeed * Input.GetAxis("Mouse X") * distance * 0.02f;
- velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
- }
- 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;
- distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, 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;
- velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
- velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
- }
- }
- 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);
- }
- }
|