Project_WL/Assets/Suriyun/Scripts/MouseOrbitImproved.cs

82 lines
2.0 KiB
C#

using UnityEngine;
using UnityEngine.InputSystem;
[AddComponentMenu("Camera-Control/Mouse Orbit with zoom (New Input System)")]
public class MouseOrbitImproved : 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;
private Rigidbody rb;
float x = 0.0f;
float y = 0.0f;
void Start()
{
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
rb = GetComponent<Rigidbody>();
if (rb != null)
rb.freezeRotation = true;
}
void LateUpdate()
{
if (!target) return;
// ===== New Input System =====
Vector2 mouseDelta = Vector2.zero;
float scroll = 0f;
if (Mouse.current != null)
{
mouseDelta = Mouse.current.delta.ReadValue();
scroll = Mouse.current.scroll.ReadValue().y;
}
// Rotate
x += mouseDelta.x * xSpeed * distance * 0.02f;
y -= mouseDelta.y * ySpeed * 0.02f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
Quaternion rotation = Quaternion.Euler(y, x, 0);
// Zoom
distance = Mathf.Clamp(
distance - scroll * 0.01f * 5f,
distanceMin,
distanceMax
);
// Collision
if (Physics.Linecast(target.position, transform.position, out RaycastHit 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;
}
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);
}
}