2025-05-18 03:13:58 +09:00

149 lines
5.5 KiB
C#

namespace UnluckSoftware
{
// A 3ds max styled orbit/zoom/pan type camera. cobbled together from various sources by dbuchhofer.
// Content is available under Creative Commons Attribution Share Alike.
// Filename: maxCamera.cs
//
// original: http://www.unifycommunity.com/wiki/index.php?title=MouseOrbitZoom
//
// --01-18-2010 - create temporary target, if none supplied at start
//////// Unluck Software Edit - http://www.chemicalbliss.com
// --02-28-2013 - changes
// - Added smooth camera stop
// - Added smooth idle rotation
// - Removed middle click behaviour
// - Renamed file to "SmoothCameraOrbit.cs"
using UnityEngine;
using System.Collections;
[AddComponentMenu("Camera-Control/Smooth Mouse Orbit - Unluck Software")]
public class SmoothCameraOrbit : MonoBehaviour
{
public Transform target;
public Vector3 targetOffset;
public float distance = 5.0f;
public float maxDistance = 20;
public float minDistance = .6f;
public float xSpeed = 200.0f;
public float ySpeed = 200.0f;
public int yMinLimit = -80;
public int yMaxLimit = 80;
public int zoomRate = 40;
public float panSpeed = 0.3f;
public float zoomDampening = 5.0f;
public float autoRotate = 1;
private float xDeg = 0.0f;
private float yDeg = 0.0f;
private float currentDistance;
private float desiredDistance;
private Quaternion currentRotation;
private Quaternion desiredRotation;
private Quaternion rotation;
private Vector3 position;
private float idleTimer = 0.0f;
private float idleSmooth = 0.0f;
void Start() { Init(); }
void OnEnable() { Init(); }
public void Init() {
//If there is no target, create a temporary target at 'distance' from the cameras current viewpoint
if (!target) {
GameObject go = new GameObject("Cam Target");
go.transform.position = transform.position + (transform.forward * distance);
target = go.transform;
}
//distance = Vector3.Distance(transform.position, target.position);
currentDistance = distance;
desiredDistance = distance;
//be sure to grab the current rotations as starting points.
position = transform.position;
rotation = transform.rotation;
currentRotation = transform.rotation;
desiredRotation = transform.rotation;
xDeg = Vector3.Angle(Vector3.right, transform.right);
yDeg = Vector3.Angle(Vector3.up, transform.up);
position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
}
/*
* Camera logic on LateUpdate to only update after all character movement logic has been handled.
*/
void LateUpdate() {
// If Control and Alt and Middle button? ZOOM!
if (Input.GetMouseButton(2) && Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftControl)) {
desiredDistance -= Input.GetAxis("Mouse Y") * 0.02f * zoomRate * 0.125f * Mathf.Abs(desiredDistance);
}
// If middle mouse and left alt are selected? ORBIT
else if (Input.GetMouseButton(0)) {
xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
//Clamp the vertical axis for the orbit
yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
// set camera rotation
desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
currentRotation = transform.rotation;
rotation = Quaternion.Lerp(currentRotation, desiredRotation, 0.02f * zoomDampening);
transform.rotation = rotation;
///////// Reset idle timers
idleTimer = 0;
idleSmooth = 0;
} else {
//////// Smooth idle rotation
idleTimer += 0.02f;
if (idleTimer > autoRotate && autoRotate > 0) {
idleSmooth += (0.02f + idleSmooth) * 0.005f;
idleSmooth = Mathf.Clamp(idleSmooth, 0, 1);
xDeg += xSpeed * 0.001f * idleSmooth;
}
///////// Smooth idle rotation ends
///////// Smooth exit
//Clamp the vertical axis for the orbit
yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
// set camera rotation
desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
currentRotation = transform.rotation;
rotation = Quaternion.Lerp(currentRotation, desiredRotation, 0.02f * zoomDampening * 2);
transform.rotation = rotation;
///////// Smooth exit ends
}
///////// Middle click disabled
// otherwise if middle mouse is selected, we pan by way of transforming the target in screenspace
// else if (Input.GetMouseButton(2))
// {
// grab the rotation of the camera so we can move in a psuedo local XY space
// target.rotation = transform.rotation;
// target.Translate(Vector3.right * -Input.GetAxis("Mouse X") * panSpeed);
// target.Translate(transform.up * -Input.GetAxis("Mouse Y") * panSpeed, Space.World);
// }
//Orbit Position
// affect the desired Zoom distance if we roll the scrollwheel
desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * 0.02f * zoomRate * Mathf.Abs(desiredDistance);
//clamp the zoom min/max
desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
// For smoothing of the zoom, lerp distance
currentDistance = Mathf.Lerp(currentDistance, desiredDistance, 0.02f * zoomDampening);
// calculate position based on the new currentDistance
position = target.position - (rotation * Vector3.forward * currentDistance + targetOffset);
transform.position = position;
}
private static float ClampAngle(float angle, float min, float max) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp(angle, min, max);
}
}
}