RandomGFGoStop/Assets/Scripts/My/CameraDragMove.cs

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2025-08-29 14:29:11 +00:00
using UnityEngine;
public class CameraDragMove : MonoBehaviour
{
public Camera cam; // 이동시킬 카메라
public SpriteRenderer targetSprite; // 영역 기준이 되는 스프라이트
public GameObject go_btnbg;
public float dragSpeed = 1f;
private Vector3 lastTouchPos;
private Vector3 pressPos; // 입력 시작 지점
private bool isDragging = false;
void Reset()
{
cam = Camera.main;
}
void Update()
{
#if UNITY_EDITOR || UNITY_STANDALONE
HandleMouseInput(); // 에디터/PC
#else
HandleTouchInput(); // 모바일
#endif
}
void HandleMouseInput()
{
if (Input.GetMouseButtonDown(0))
{
pressPos = Input.mousePosition;
lastTouchPos = Input.mousePosition;
isDragging = false;
}
else if (Input.GetMouseButton(0))
{
Vector3 deltaScreen = Input.mousePosition - pressPos;
isDragging = true;
if (isDragging)
{
Vector3 deltaWorld = cam.ScreenToWorldPoint(Input.mousePosition) - cam.ScreenToWorldPoint(lastTouchPos);
deltaWorld.z = 0f;
cam.transform.position -= deltaWorld * dragSpeed;
ClampCameraPosition();
lastTouchPos = Input.mousePosition;
}
}
else if (Input.GetMouseButtonUp(0))
{
}
}
void HandleTouchInput()
{
if (Input.touchCount == 1)
{
Touch touch = Input.GetTouch(0);
switch (touch.phase)
{
case TouchPhase.Began:
pressPos = touch.position;
lastTouchPos = touch.position;
isDragging = false;
break;
case TouchPhase.Moved:
Vector3 deltaScreen = (Vector3)touch.position - pressPos;
isDragging = true;
if (isDragging)
{
Vector3 deltaWorld = cam.ScreenToWorldPoint(touch.position) - cam.ScreenToWorldPoint(lastTouchPos);
deltaWorld.z = 0f;
cam.transform.position -= deltaWorld * dragSpeed;
ClampCameraPosition();
lastTouchPos = touch.position;
}
break;
case TouchPhase.Ended:
break;
}
}
}
void ClampCameraPosition()
{
if (targetSprite == null) return;
Bounds spriteBounds = targetSprite.bounds;
float camHeight = cam.orthographicSize * 2f;
float camWidth = camHeight * cam.aspect;
float minX = spriteBounds.min.x + camWidth / 2f;
float maxX = spriteBounds.max.x - camWidth / 2f;
float minY = spriteBounds.min.y + camHeight / 2f;
float maxY = spriteBounds.max.y - camHeight / 2f;
Vector3 pos = cam.transform.position;
pos.x = Mathf.Clamp(pos.x, minX, maxX);
pos.y = Mathf.Clamp(pos.y, minY, maxY);
cam.transform.position = pos;
}
}