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- using UnityEngine;
- using System.Collections;
- [AddComponentMenu("Camera-Control/3dsMax Camera Style")]
- public class maxCamera : MonoBehaviour
- {
- public Transform target;
- public Vector3 targetOffset;
- public float distance = 5.0f;
- public float maxDistance = 40;
- public float minDistance = 1.0f;
- public float xSpeed = 200.0f;
- public float ySpeed = 200.0f;
- public float zSpeed = 200.0f;
- public int yMinLimit = -90;
- public int yMaxLimit = 90;
- public int zoomRate = 40;
- public float panSpeed = 0.3f;
- public float zoomDampening = 5.0f;
- private float xDeg = 0.0f;
- private float yDeg = 0.0f;
- private float zDeg = 0.0f;
- private float currentDistance;
- private float desiredDistance;
- private Quaternion currentRotation;
- private Quaternion desiredRotation;
- private Quaternion rotation;
- private Vector3 position;
- 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 );
- //zDeg = Vector3.Angle(Vector3.forward, transform.forward );
- }
- /*
- * 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") * Time.deltaTime * zoomRate*0.125f * Mathf.Abs(desiredDistance);
- }
- // If middle mouse and left alt are selected? ORBIT
- else if (Input.GetMouseButton(2) && Input.GetKey(KeyCode.LeftAlt))
- {
- xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
- yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
- ////////OrbitAngle
- //Clamp the vertical axis for the orbit
- yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
- // set camera rotation
- desiredRotation = Quaternion.Euler(yDeg, xDeg, zDeg);
- currentRotation = transform.rotation;
- rotation = Quaternion.Lerp(currentRotation, desiredRotation, Time.deltaTime * zoomDampening);
- transform.rotation = rotation;
- }
- else if (Input.GetMouseButton(2) && Input.GetKey(KeyCode.LeftControl))
- {
- // this is where the roll will go.
- zDeg += Input.GetAxis("Mouse X") * zSpeed * 0.02f;
- desiredRotation = Quaternion.Euler(yDeg, xDeg, zDeg);
- currentRotation = transform.rotation;
- rotation = Quaternion.Lerp(currentRotation, desiredRotation, Time.deltaTime * zoomDampening);
- transform.rotation = rotation;
- }
- // 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") * Time.deltaTime * 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, Time.deltaTime * 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);
- }
- }
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