BITFALL/Assets/Plugins/GameDesigner/Component/Client/ARPGcamera.cs

64 lines
2.0 KiB
C#

#if UNITY_STANDALONE || UNITY_ANDROID || UNITY_IOS || UNITY_WSA || UNITY_WEBGL
namespace Net.Component
{
using UnityEngine;
public class ARPGcamera : MonoBehaviour
{
public Transform target;
public float targetHeight = 1.2f;
public float distance = 4.0f;
public float maxDistance = 20;
public float minDistance = 1.0f;
public float xSpeed = 500.0f;
public float ySpeed = 120.0f;
public float yMinLimit = -10;
public float yMaxLimit = 70;
public float zoomRate = 80;
public float rotationDampening = 3.0f;
public float x = 20.0f;
public float y = 0.0f;
public float aimAngle = 8;
public KeyCode key = KeyCode.Mouse1;
protected Quaternion aim;
protected Quaternion rotation;
private Vector3 position;
void LateUpdate()
{
if (!target)
return;
if (Input.GetKey(key) | key == KeyCode.None)
{
x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
}
distance -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * zoomRate * Mathf.Abs(distance);
distance = Mathf.Clamp(distance, minDistance, maxDistance);
y = ClampAngle(y, yMinLimit, yMaxLimit);
// Rotate Camera
rotation = Quaternion.Euler(y, x, 0);
transform.rotation = rotation;
aim = Quaternion.Euler(y - aimAngle, x, 0);
//Camera Position
position = target.position - (rotation * Vector3.forward * distance + new Vector3(0, -targetHeight, 0));
transform.position = position;
}
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);
}
}
}
#endif