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81 lines
2.2 KiB
81 lines
2.2 KiB
3 years ago
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using System;
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using UnityEngine;
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using System.Collections;
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public class ME_MouseOrbit : MonoBehaviour
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{
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public GameObject target;
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public float distance = 10.0f;
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public float xSpeed = 250.0f;
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public float ySpeed = 120.0f;
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public float yMinLimit = -20;
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public float yMaxLimit = 80;
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float x = 0.0f;
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float y = 0.0f;
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void Start()
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{
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var angles = transform.eulerAngles;
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x = angles.y;
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y = angles.x;
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}
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float prevDistance;
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void LateUpdate()
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{
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if (distance < 2) distance = 2;
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distance -= Input.GetAxis("Mouse ScrollWheel")*2;
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if (target && (Input.GetMouseButton(0) || Input.GetMouseButton(1)))
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{
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var pos = Input.mousePosition;
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var dpiScale = 1f;
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if (Screen.dpi < 1) dpiScale = 1;
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if (Screen.dpi < 200) dpiScale = 1;
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else dpiScale = Screen.dpi/200f;
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if (pos.x < 380*dpiScale && Screen.height - pos.y < 250*dpiScale) return;
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Cursor.visible = false;
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Cursor.lockState = CursorLockMode.Locked;
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x += Input.GetAxis("Mouse X")*xSpeed*0.02f;
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y -= Input.GetAxis("Mouse Y")*ySpeed*0.02f;
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y = ClampAngle(y, yMinLimit, yMaxLimit);
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var rotation = Quaternion.Euler(y, x, 0);
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var position = rotation* new Vector3(0.0f, 0.0f, -distance) + target.transform.position;
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transform.rotation = rotation;
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transform.position = position;
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}
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else
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{
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Cursor.visible = true;
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Cursor.lockState = CursorLockMode.None;
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//Cursor.visible = true;
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//Screen.lockCursor = false;
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}
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if (Math.Abs(prevDistance - distance) > 0.001f)
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{
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prevDistance = distance;
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var rot = Quaternion.Euler(y, x, 0);
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var po = rot*new Vector3(0.0f, 0.0f, -distance) + target.transform.position;
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transform.rotation = rot;
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transform.position = po;
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}
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}
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static float ClampAngle(float angle, float min, float max)
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{
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if (angle < -360)
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angle += 360;
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if (angle > 360)
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angle -= 360;
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return Mathf.Clamp(angle, min, max);
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}
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}
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