103 lines
2.9 KiB
C#
103 lines
2.9 KiB
C#
using UnityEngine;
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public class CameraDragMove : MonoBehaviour
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{
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public ShowPanel m_ShowPanel;
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public Camera cam; // 이동시킬 카메라
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public SpriteRenderer targetSprite; // 영역 기준이 되는 스프라이트
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public GameObject go_btnbg;
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public float dragSpeed = 1f;
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private Vector3 lastTouchPos;
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Vector3 lastcamPos;
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private bool isDragging = false;
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void Reset()
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{
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cam = Camera.main;
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}
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void Update()
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{
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#if UNITY_EDITOR || UNITY_STANDALONE
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if (Input.GetMouseButtonDown(0) || Input.GetMouseButton(0) || Input.GetMouseButtonUp(0))
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{
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ProcessInput(
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Input.GetMouseButtonDown(0),
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Input.GetMouseButton(0),
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Input.GetMouseButtonUp(0),
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Input.mousePosition
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);
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}
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#else
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if (Input.touchCount == 1)
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{
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Touch touch = Input.GetTouch(0);
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ProcessInput(
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touch.phase == TouchPhase.Began,
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touch.phase == TouchPhase.Moved,
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touch.phase == TouchPhase.Ended,
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touch.position
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);
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}
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#endif
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}
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void ProcessInput(bool began, bool moved, bool ended, Vector3 position)
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{
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if (began)
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{
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lastTouchPos = position;
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lastcamPos = cam.transform.position;
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isDragging = false;
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}
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else if (moved)
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{
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Vector3 deltaWorld = cam.ScreenToWorldPoint(position) - cam.ScreenToWorldPoint(lastTouchPos);
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deltaWorld.z = 0f;
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cam.transform.position -= deltaWorld * dragSpeed;
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ClampCameraPosition();
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lastTouchPos = position;
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if (lastcamPos != cam.transform.position || Mathf.Abs(deltaWorld.x) >= 0.01f || Mathf.Abs(deltaWorld.y) >= 0.01f)
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isDragging = true;
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}
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else if (ended)
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{
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if (!isDragging)
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m_ShowPanel.OnClick_Btn(4);
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}
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}
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void ClampCameraPosition()
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{
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if (targetSprite == null) return;
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Bounds spriteBounds = targetSprite.bounds;
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float camHeight = cam.orthographicSize * 2f;
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float camWidth = camHeight * cam.aspect;
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Vector3 pos = cam.transform.position;
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// sprite가 카메라보다 작은 경우 → 카메라를 가운데 고정
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if (camWidth >= spriteBounds.size.x || camHeight >= spriteBounds.size.y)
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{
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pos.x = spriteBounds.center.x;
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pos.y = spriteBounds.center.y;
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}
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else
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{
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float minX = spriteBounds.min.x + camWidth / 2f;
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float maxX = spriteBounds.max.x - camWidth / 2f;
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float minY = spriteBounds.min.y + camHeight / 2f;
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float maxY = spriteBounds.max.y - camHeight / 2f;
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pos.x = Mathf.Clamp(pos.x, minX, maxX);
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pos.y = Mathf.Clamp(pos.y, minY, maxY);
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}
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cam.transform.position = pos;
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}
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} |