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CrowdControl/Assets/3rd/Epic Toon FX/Demo/Scripts/ETFXMouseOrbit.cs

138 lines
4.2 KiB
C#

3 months ago
using UnityEngine;
using System.Collections;
namespace EpicToonFX
{
public class ETFXMouseOrbit : MonoBehaviour
{
public Transform target;
public float distance = 12.0f;
public float xSpeed = 120.0f;
public float ySpeed = 120.0f;
public float yMinLimit = -20f;
public float yMaxLimit = 80f;
public float distanceMin = 8f;
public float distanceMax = 15f;
public float smoothTime = 2f;
private float rotationYAxis = 0.0f;
private float rotationXAxis = 0.0f;
private float velocityX = 0.0f;
private float maxVelocityX = 0.1f;
private float velocityY = 0.0f;
private readonly float autoRotationSmoothing = 0.02f;
[HideInInspector] public bool isAutoRotating = false;
[HideInInspector] public ETFXEffectController etfxEffectController;
[HideInInspector] public ETFXEffectControllerPooled etfxEffectControllerPooled;
private 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;
}
}
private void Update()
{
if(target)
{
if (Input.GetMouseButton(1))
{
velocityX += xSpeed * Input.GetAxis("Mouse X") * distance * 0.02f;
velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
if (isAutoRotating)
{
StopAutoRotation();
}
}
distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 15, distanceMin, distanceMax);
}
}
private void FixedUpdate()
{
if (target)
{
rotationYAxis += velocityX;
rotationXAxis -= velocityY;
rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);
Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
Quaternion rotation = toRotation;
if (Physics.Linecast(target.position, transform.position, out RaycastHit hit))
{
distance -= hit.distance;
}
Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = Vector3.Lerp(transform.position, rotation * negDistance + target.position, 0.6f);
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);
}
public void InitializeAutoRotation()
{
isAutoRotating = true;
StartCoroutine(AutoRotate());
}
public void SetAutoRotationSpeed(float rotationSpeed)
{
maxVelocityX = rotationSpeed;
}
private void StopAutoRotation()
{
if (etfxEffectController != null)
etfxEffectController.autoRotation = false;
if (etfxEffectControllerPooled != null)
etfxEffectControllerPooled.autoRotation = false;
isAutoRotating = false;
StopAllCoroutines();
}
IEnumerator AutoRotate()
{
int lerpSteps = 0;
while (lerpSteps < 30)
{
velocityX = Mathf.Lerp(velocityX, maxVelocityX, autoRotationSmoothing);
yield return new WaitForFixedUpdate();
}
while (isAutoRotating)
{
velocityX = maxVelocityX;
yield return new WaitForFixedUpdate();
}
}
}
}