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96 lines
3.3 KiB
C#
96 lines
3.3 KiB
C#
2 months ago
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// Animancer // Copyright 2020 Kybernetik //
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using UnityEngine;
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namespace Animancer.Examples
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{
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/// <summary>
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/// Simple mouse controls for orbiting the camera around a focal point.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Orbit Controls")]
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public sealed class OrbitControls : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField]
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private Vector3 _FocalPoint = new Vector3(0, 1, 0);
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[SerializeField]
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[Range(-1, 2)]
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private int _MouseButton = 1;
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[SerializeField]
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private Vector3 _Sensitivity = new Vector3(15, -10, -0.1f);
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private float _Distance;
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/************************************************************************************************************************/
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private void Awake()
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{
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_Distance = Vector3.Distance(_FocalPoint, transform.position);
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transform.LookAt(_FocalPoint);
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}
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/************************************************************************************************************************/
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private void Update()
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{
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#if UNITY_EDITOR
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if (!UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
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{
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transform.LookAt(_FocalPoint);
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return;
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}
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#endif
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if (_MouseButton < 0 || Input.GetMouseButton(_MouseButton))
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{
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var movement = new Vector2(
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Input.GetAxis("Mouse X"),
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Input.GetAxis("Mouse Y"));
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if (movement != Vector2.zero)
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{
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var euler = transform.localEulerAngles;
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euler.y += movement.x * _Sensitivity.x;
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euler.x += movement.y * _Sensitivity.y;
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if (euler.x > 180)
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euler.x -= 360;
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euler.x = Mathf.Clamp(euler.x, -80, 80);
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transform.localEulerAngles = euler;
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}
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}
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var zoom = Input.mouseScrollDelta.y * _Sensitivity.z;
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if (zoom != 0 &&
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Input.mousePosition.x >= 0 && Input.mousePosition.x <= Screen.width &&
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Input.mousePosition.y >= 0 && Input.mousePosition.y <= Screen.height)
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{
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_Distance *= 1 + zoom;
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}
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// Always update position even with no input in case the target is moving.
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UpdatePosition();
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}
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/************************************************************************************************************************/
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private void UpdatePosition()
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{
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transform.position = _FocalPoint - transform.forward * _Distance;
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}
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/************************************************************************************************************************/
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = new Color(0.5f, 1, 0.5f, 1);
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Gizmos.DrawLine(transform.position, _FocalPoint);
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}
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/************************************************************************************************************************/
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}
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}
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