196 lines
6.5 KiB
C#
196 lines
6.5 KiB
C#
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using UnityEngine;
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using System.Collections;
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public class Camera360 : 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 initdistance = 5.0f;
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public float maxDistance = 20;
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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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public float autoRotate = 1f;
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public float autoRotateSpeed = 0.1f;
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private float xDeg = 0.0f;
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private float yDeg = 0.0f;
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public 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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private float idleTimer = 0.0f;
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private float idleSmooth = 0.0f;
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void Start()
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{
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Init();
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//if (!target)
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//{
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// go = new GameObject("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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//}
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}
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GameObject go;
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void OnEnable()
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{
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//Init();
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}
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public void SetTarget(Transform objCenter)
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{
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go.transform.position = objCenter.position;
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go.transform.rotation = objCenter.rotation;
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currentDistance = desiredDistance = initdistance;
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//¸üоàÀë
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//ÊӽǶ¨Î»µ½XÖá
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currentRotation = rotation= Quaternion.LookRotation(-objCenter.right);
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transform.rotation = currentRotation;
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xDeg = transform.rotation.eulerAngles.y;
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yDeg = transform.rotation.eulerAngles.x;
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}
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public void Init()
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{
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//
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if (!target)
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{
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go = new GameObject("cam target");
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go.transform.position = transform.position + (transform.forward * initdistance);
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target = go.transform;
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}
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//distance = Vector3.Distance(transform.position, target.position);
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currentDistance = initdistance;
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desiredDistance = initdistance;
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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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xDeg = transform.rotation.eulerAngles.y;
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yDeg = transform.rotation.eulerAngles.x;
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position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
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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 (target == null)
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return;
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// If Control and Alt and Middle button? ZOOM!
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//if (Input.GetMouseButton(2) && Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftControl))
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//{
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// desiredDistance -= Input.GetAxis("Mouse Y") * 0.02f * 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
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if (Input.GetMouseButton(0))
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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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//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, 0.02f * zoomDampening);
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transform.rotation = rotation;
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// Reset idle timers
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idleTimer = 0;
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idleSmooth = 0;
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}
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else
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{
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//×Ô¶¯Ðýת
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//idleTimer+= 0.02f;
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// if (idleTimer > autoRotate && autoRotate > 0)
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// {
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// idleSmooth += (0.02f + idleSmooth) * 0.005f;
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// idleSmooth = Mathf.Clamp(idleSmooth, 0, 1);
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// xDeg += xSpeed * Time.deltaTime * idleSmooth * autoRotateSpeed;
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// }
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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, 0.02f * zoomDampening * 2);
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// transform.rotation = rotation;
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}
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// Middle click disabled
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// otherwise if middle mouse is selected, we pan by way of transforming the target in screenspace
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// else if (Input.GetMouseButton(2))
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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") * 0.02f * 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, 0.02f * 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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/// <summary>
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/// ÐÞ¸ÄÎïÌå¼°×ÓÎïÌå²ã¼¶
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/// </summary>
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/// <param name="obj"></param>
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/// <param name="layerName"></param>
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public void ChangeObjLayer(GameObject obj,string layerName)
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{
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foreach (Transform item in obj.GetComponentsInChildren<Transform>(true))
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{
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item.gameObject.layer = LayerMask.NameToLayer(layerName);
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}
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}
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}
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