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| 1 | +// https://forum.unity.com/threads/mobile-touch-to-orbit-pan-and-zoom-camera-without-fix-target-in-one-script.522607/#post-3531342 |
| 2 | + |
| 3 | +using System.Collections; |
| 4 | +using System.Collections.Generic; |
| 5 | +using UnityEngine; |
| 6 | + |
| 7 | +public class MobileCamera : MonoBehaviour |
| 8 | +{ |
| 9 | + public Transform target; |
| 10 | + public Vector3 targetOffset; |
| 11 | + public float distance = 5.0f; |
| 12 | + public float maxDistance = 20; |
| 13 | + public float minDistance = .6f; |
| 14 | + public float xSpeed = 5.0f; |
| 15 | + public float ySpeed = 5.0f; |
| 16 | + public int yMinLimit = -80; |
| 17 | + public int yMaxLimit = 80; |
| 18 | + public float zoomRate = 10.0f; |
| 19 | + public float panSpeed = 0.3f; |
| 20 | + public float zoomDampening = 5.0f; |
| 21 | + |
| 22 | + private float xDeg = 0.0f; |
| 23 | + private float yDeg = 0.0f; |
| 24 | + private float currentDistance; |
| 25 | + private float desiredDistance; |
| 26 | + private Quaternion currentRotation; |
| 27 | + private Quaternion desiredRotation; |
| 28 | + private Quaternion rotation; |
| 29 | + private Vector3 position; |
| 30 | + |
| 31 | + private Vector3 FirstPosition; |
| 32 | + private Vector3 SecondPosition; |
| 33 | + private Vector3 delta; |
| 34 | + private Vector3 lastOffset; |
| 35 | + private Vector3 lastOffsettemp; |
| 36 | + //private Vector3 CameraPosition; |
| 37 | + //private Vector3 Targetposition; |
| 38 | + //private Vector3 MoveDistance; |
| 39 | + |
| 40 | + public float offsetSpeed = 0.03f; |
| 41 | + |
| 42 | + void Start() { Init(); } |
| 43 | + void OnEnable() { Init(); } |
| 44 | + |
| 45 | + public void Init() |
| 46 | + { |
| 47 | + //If there is no target, create a temporary target at 'distance' from the cameras current viewpoint |
| 48 | + if (!target) |
| 49 | + { |
| 50 | + GameObject go = new GameObject("Cam Target"); |
| 51 | + go.transform.position = transform.position + (transform.forward * distance); |
| 52 | + target = go.transform; |
| 53 | + } |
| 54 | + |
| 55 | + distance = Vector3.Distance(transform.position, target.position); |
| 56 | + currentDistance = distance; |
| 57 | + desiredDistance = distance; |
| 58 | + |
| 59 | + //be sure to grab the current rotations as starting points. |
| 60 | + position = transform.position; |
| 61 | + rotation = transform.rotation; |
| 62 | + currentRotation = transform.rotation; |
| 63 | + desiredRotation = transform.rotation; |
| 64 | + |
| 65 | + //xDeg = Vector3.Angle(Vector3.right, transform.right); |
| 66 | + //yDeg = Vector3.Angle(Vector3.up, transform.up); |
| 67 | + |
| 68 | + xDeg = transform.eulerAngles.y + Vector3.Angle(Vector3.right, transform.right); |
| 69 | + yDeg = transform.eulerAngles.x + Vector3.Angle(Vector3.up, transform.up); |
| 70 | + |
| 71 | + } |
| 72 | + |
| 73 | + void LateUpdate() |
| 74 | + { |
| 75 | + // If Control and Alt and Middle button? ZOOM! |
| 76 | + if (Input.touchCount == 2) |
| 77 | + { |
| 78 | + Touch touchZero = Input.GetTouch(0); |
| 79 | + Touch touchOne = Input.GetTouch(1); |
| 80 | + Vector2 touchZeroPreviousPosition = touchZero.position - touchZero.deltaPosition; |
| 81 | + Vector2 touchOnePreviousPosition = touchOne.position - touchOne.deltaPosition; |
| 82 | + float prevTouchDeltaMag = (touchZeroPreviousPosition - touchOnePreviousPosition).magnitude; |
| 83 | + float TouchDeltaMag = (touchZero.position - touchOne.position).magnitude; |
| 84 | + float deltaMagDiff = prevTouchDeltaMag - TouchDeltaMag; |
| 85 | + desiredDistance += deltaMagDiff * Time.deltaTime * zoomRate * 0.0025f * Mathf.Abs(desiredDistance); |
| 86 | + } |
| 87 | + |
| 88 | + // If middle mouse and left alt are selected? ORBIT |
| 89 | + if (Input.touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Moved) |
| 90 | + { |
| 91 | + Vector2 touchposition = Input.GetTouch(0).deltaPosition; |
| 92 | + xDeg += touchposition.x * xSpeed * 0.002f; |
| 93 | + yDeg -= touchposition.y * ySpeed * 0.002f; |
| 94 | + yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit); |
| 95 | + |
| 96 | + } |
| 97 | + |
| 98 | + desiredRotation = Quaternion.Euler(yDeg, xDeg, 0); |
| 99 | + currentRotation = transform.rotation; |
| 100 | + rotation = Quaternion.Lerp(currentRotation, desiredRotation, Time.deltaTime * zoomDampening); |
| 101 | + transform.rotation = rotation; |
| 102 | + |
| 103 | + if (Input.GetMouseButtonDown(1)) |
| 104 | + { |
| 105 | + FirstPosition = Input.mousePosition; |
| 106 | + lastOffset = targetOffset; |
| 107 | + } |
| 108 | + |
| 109 | + if (Input.GetMouseButton(1)) |
| 110 | + { |
| 111 | + SecondPosition = Input.mousePosition; |
| 112 | + delta = SecondPosition - FirstPosition; |
| 113 | + targetOffset = lastOffset + transform.right * delta.x * offsetSpeed + transform.up * delta.y * offsetSpeed; |
| 114 | + |
| 115 | + } |
| 116 | + |
| 117 | + ////////Orbit Position |
| 118 | + // affect the desired Zoom distance if we roll the scrollwheel |
| 119 | + desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance); |
| 120 | + currentDistance = Mathf.Lerp(currentDistance, desiredDistance, Time.deltaTime * zoomDampening); |
| 121 | + position = target.position - (rotation * Vector3.forward * currentDistance); |
| 122 | + position = position - targetOffset; |
| 123 | + transform.position = position; |
| 124 | + } |
| 125 | + |
| 126 | + private static float ClampAngle(float angle, float min, float max) |
| 127 | + { |
| 128 | + if (angle < -360) |
| 129 | + angle += 360; |
| 130 | + if (angle > 360) |
| 131 | + angle -= 360; |
| 132 | + return Mathf.Clamp(angle, min, max); |
| 133 | + } |
| 134 | +} |
| 135 | + |
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