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CrowdControl/Assets/AlmostEngine/Shared/Scripts/CameraController.cs

75 lines
2.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace AlmostEngine.Examples
{
public class CameraController : MonoBehaviour
{
public bool m_MouseLookOnClickOnly = true;
public float m_RotationCoeff = 200.0f;
public float m_TranslationCoeff = 8.0f;
public float m_TranslationMouseCoeff = 2.0f;
public float m_TranslationMouseScrollCoeff = 25.0f;
Transform m_Character;
Transform m_Camera;
Vector3 m_Mouse;
void Start ()
{
m_Character = transform;
m_Camera = GetComponentInChildren<Camera> ().transform;
m_Mouse = Input.mousePosition;
}
void Update ()
{
// Keyboard
float forward = Input.GetAxis ("Vertical") * Time.deltaTime * m_TranslationCoeff;
float left = Input.GetAxis ("Horizontal") * Time.deltaTime * m_TranslationCoeff;
m_Character.transform.position += m_Camera.transform.forward * forward + m_Camera.transform.right * left;
// Mouse plannar
if (Input.GetMouseButtonDown (2)) {
m_Mouse = Input.mousePosition;
}
if (Input.GetMouseButton (2)) {
float up = -(Input.mousePosition - m_Mouse).y * m_TranslationMouseCoeff * Time.deltaTime;
float right = -(Input.mousePosition - m_Mouse).x * m_TranslationMouseCoeff * Time.deltaTime;
m_Character.transform.position += m_Camera.transform.up * up + m_Camera.transform.right * right;
m_Mouse = Input.mousePosition;
}
// Mouse scroll
float scroll = Input.mouseScrollDelta.y * m_TranslationMouseScrollCoeff * Time.deltaTime;
m_Character.transform.position += m_Camera.transform.forward * scroll;
if (m_MouseLookOnClickOnly && !Input.GetMouseButton (1))
return;
// Mouse rotation
float x = Input.GetAxis ("Mouse X") * Time.deltaTime * m_RotationCoeff;
float y = -Input.GetAxis ("Mouse Y") * Time.deltaTime * m_RotationCoeff;
m_Camera.localRotation = ClampRotationAroundXAxis (m_Camera.localRotation * Quaternion.AngleAxis (y, Vector3.right));
m_Character.localRotation *= Quaternion.AngleAxis (x, Vector3.up);
}
Quaternion ClampRotationAroundXAxis (Quaternion q)
{
q.x /= q.w;
q.y /= q.w;
q.z /= q.w;
q.w = 1.0f;
float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x);
angleX = Mathf.Clamp (angleX, -80f, 80f);
q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * angleX);
return q;
}
}
}