LMQT/Assets/Scripts/MouseFollowRotation.cs
2024-12-10 09:03:45 +08:00

157 lines
4.1 KiB
C#

using UnityEngine;
using UnityEngine.EventSystems;
public class MouseFollowRotation : MonoBehaviour
{
public Transform target;
public float xSpeed = 200;
public float ySpeed = 200;
public float mSpeed = 10;
public float moveSpeed = 30f;
public float dragPanSpeed = 1f;
public float yMinLimit = -50;
public float yMaxLimit = 50;
public float xPosMinLimit = -20;
public float xPosMaxLimit = 20;
public float zPosMinLimit = -20;
public float zPosMaxLimit = 20;
public float distance = 2;
public float minDistance = 2;
public float maxDistance = 30;
private bool dragPanMoveActive;
private Vector2 lastMousePosition;
public bool OnUI = false;
public bool OnOffUI = false;
public bool move = false;
public bool needDamping = false;
float damping = 5.0f;
public float x = 0.0f;
public float y = 0.0f;
// Use this for initialization
void Start()
{
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
}
// Update is called once per frame
void LateUpdate()
{
onoffUI();
/* if (EventSystem.current.IsPointerOverGameObject())
{
OnUI = true;
}
else
{
OnUI = false;
if (move == true)
{
MovementView();
}
Rotate();
}*/
}
void onoffUI()
{
if (EventSystem.current.IsPointerOverGameObject() && OnOffUI)
{
OnUI = true;
}
else
{
OnUI = false;
if (move == true)
{
MovementView();
}
Rotate();
}
}
void Rotate()
{
if (target)
{
//use the light button of mouse to rotate the camera
if (Input.GetMouseButton(1))
{
x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
y = ClampAngle(y, yMinLimit, yMaxLimit);
}
distance -= Input.GetAxis("Mouse ScrollWheel") * mSpeed;
distance = Mathf.Clamp(distance, minDistance, maxDistance);
Quaternion rotation = Quaternion.Euler(y, x, 0.0f);
Vector3 disVector = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * disVector + target.position;
//adjust the camera
if (needDamping)
{
transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * damping);
transform.position = Vector3.Lerp(transform.position, position, Time.deltaTime * damping);
}
else
{
transform.rotation = rotation;
transform.position = position;
target.rotation = rotation;
}
}
}
void MovementView()
{
Vector3 inputDir = new Vector3(0, 0, 0);
if (Input.GetMouseButtonDown(0))
{
dragPanMoveActive = true;
lastMousePosition = Input.mousePosition;
}
if (Input.GetMouseButtonUp(0))
{
dragPanMoveActive = false;
}
if (dragPanMoveActive)
{
Vector2 mouseMovementDelta = (Vector2)Input.mousePosition - lastMousePosition;
// float dragPanSpeed = 1f;
inputDir.x = mouseMovementDelta.x * dragPanSpeed;
inputDir.z = mouseMovementDelta.y * dragPanSpeed;
lastMousePosition = Input.mousePosition;
}
Vector3 moveDir = target.forward * -inputDir.z + target.right * -inputDir.x;
target.position += moveDir * moveSpeed * Time.deltaTime;
target.position = new Vector3(Mathf.Clamp(target.position.x, xPosMinLimit, xPosMaxLimit), 0, Mathf.Clamp(target.position.z, zPosMinLimit, zPosMaxLimit));
}
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);
}
}