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

167 lines
4.9 KiB
C#

using UnityEngine;
using UnityEngine.EventSystems;
using System.Collections;
public class mouseMove : MonoBehaviour
{
public Transform target;
public float xSpeed = 200;
public float ySpeed = 200;
public float mSpeed = 10;
public float yMinLimit = -50;
public float yMaxLimit = 50;
public float distance = 2;
public float minDistance = 2;
public float maxDistance = 30;
public bool OnUI = false;
public bool OnOffUI = false;
public bool needDamping = false;
public float damping = 5.0f;
public float x = 0.0f;
public float y = 0.0f;
private Vector3 initialAngles;
void Start()
{
initialAngles = transform.eulerAngles;
x = initialAngles.y;
y = initialAngles.x;
}
void LateUpdate()
{
onoffUI();
}
void onoffUI()
{
if (EventSystem.current.IsPointerOverGameObject() && OnOffUI)
{
OnUI = true;
}
else
{
OnUI = false;
Rotate();
}
}
void Rotate()
{
if (target == null) return;
bool inputDetected = false;
if (Input.GetMouseButton(0))
{
// Mouse input for rotation
x += Input.GetAxis("Mouse X") * xSpeed * .02f;
y -= Input.GetAxis("Mouse Y") * ySpeed * .02f;
inputDetected = true;
}
else if (Input.touchCount > 0)
{
Touch touch0 = Input.GetTouch(0);
if (Input.touchCount > 1)
{
Touch touch1 = Input.GetTouch(1);
// Handle rotation using two fingers
if (touch0.phase == TouchPhase.Moved && touch1.phase == TouchPhase.Moved)
{
Vector2 touch0PrevPos = touch0.position - touch0.deltaPosition;
Vector2 touch1PrevPos = touch1.position - touch1.deltaPosition;
float prevTouchDeltaMag = (touch0PrevPos - touch1PrevPos).magnitude;
float touchDeltaMag = (touch0.position - touch1.position).magnitude;
float deltaMagnitudeDiff = prevTouchDeltaMag - touchDeltaMag;
// Adjust distance based on pinch gesture
distance += deltaMagnitudeDiff * 0.01f;
distance = Mathf.Clamp(distance, minDistance, maxDistance);
inputDetected = true;
}
// Handle rotation using one finger
else if (touch0.phase == TouchPhase.Moved)
{
x += touch0.deltaPosition.x * xSpeed ;
y -= touch0.deltaPosition.y * ySpeed ;
inputDetected = true;
}
}
else if (touch0.phase == TouchPhase.Moved)
{
x += touch0.deltaPosition.x * xSpeed ;
y -= touch0.deltaPosition.y * ySpeed ;
inputDetected = true;
}
}
if (inputDetected)
{
y = ClampAngle(y, yMinLimit, yMaxLimit);
}
// Adjust camera distance based on mouse scroll wheel or touch pinch
float scrollInput = Input.GetAxis("Mouse ScrollWheel");
if (scrollInput != 0)
{
distance -= scrollInput * 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;
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;
}
}
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);
}
public void MoveToCamPos(Transform camPos)
{
StartCoroutine(MoveToPosition(camPos));
}
private IEnumerator MoveToPosition(Transform camPos)
{
Vector3 startPosition = transform.position;
Quaternion startRotation = transform.rotation;
Vector3 endPosition = camPos.position;
Quaternion endRotation = camPos.rotation;
float duration = 1.0f;
float elapsedTime = 0.0f;
while (elapsedTime < duration)
{
transform.position = Vector3.Lerp(startPosition, endPosition, elapsedTime / duration);
transform.rotation = Quaternion.Lerp(startRotation, endRotation, elapsedTime / duration);
elapsedTime += Time.deltaTime;
yield return null;
}
transform.position = endPosition;
transform.rotation = endRotation;
}
}