using UnityEngine; using System.Collections; namespace TMPro.Examples { public class CameraController : MonoBehaviour { public enum CameraModes { Follow, Isometric, Free } private Transform cameraTransform; private Transform dummyTarget; public Transform CameraTarget; public float FollowDistance = 30.0f; public float MaxFollowDistance = 100.0f; public float MinFollowDistance = 2.0f; public float ElevationAngle = 30.0f; public float MaxElevationAngle = 85.0f; public float MinElevationAngle = 0f; public float OrbitalAngle = 0f; public CameraModes CameraMode = CameraModes.Follow; public bool MovementSmoothing = true; public bool RotationSmoothing = false; private bool previousSmoothing; public float MovementSmoothingValue = 25f; public float RotationSmoothingValue = 5.0f; public float MoveSensitivity = 2.0f; private Vector3 currentVelocity = Vector3.zero; private Vector3 desiredPosition; private float mouseX; private float mouseY; private Vector3 moveVector; private float mouseWheel; // Controls for Touches on Mobile devices //private float prev_ZoomDelta; private const string event_SmoothingValue = "Slider - Smoothing Value"; private const string event_FollowDistance = "Slider - Camera Zoom"; void Awake() { if (QualitySettings.vSyncCount > 0) Application.targetFrameRate = 60; else Application.targetFrameRate = -1; if (Application.platform == RuntimePlatform.IPhonePlayer || Application.platform == RuntimePlatform.Android) Input.simulateMouseWithTouches = false; cameraTransform = transform; previousSmoothing = MovementSmoothing; } // Use this for initialization void Start() { if (CameraTarget == null) { // If we don't have a target (assigned by the player, create a dummy in the center of the scene). dummyTarget = new GameObject("Camera Target").transform; CameraTarget = dummyTarget; } } // Update is called once per frame void LateUpdate() { GetPlayerInput(); // Check if we still have a valid target if (CameraTarget != null) { if (CameraMode == CameraModes.Isometric) { desiredPosition = CameraTarget.position + Quaternion.Euler(ElevationAngle, OrbitalAngle, 0f) * new Vector3(0, 0, -FollowDistance); } else if (CameraMode == CameraModes.Follow) { desiredPosition = CameraTarget.position + CameraTarget.TransformDirection(Quaternion.Euler(ElevationAngle, OrbitalAngle, 0f) * (new Vector3(0, 0, -FollowDistance))); } else { // Free Camera implementation } if (MovementSmoothing == true) { // Using Smoothing cameraTransform.position = Vector3.SmoothDamp(cameraTransform.position, desiredPosition, ref currentVelocity, MovementSmoothingValue * Time.fixedDeltaTime); //cameraTransform.position = Vector3.Lerp(cameraTransform.position, desiredPosition, Time.deltaTime * 5.0f); } else { // Not using Smoothing cameraTransform.position = desiredPosition; } if (RotationSmoothing == true) cameraTransform.rotation = Quaternion.Lerp(cameraTransform.rotation, Quaternion.LookRotation(CameraTarget.position - cameraTransform.position), RotationSmoothingValue * Time.deltaTime); else { cameraTransform.LookAt(CameraTarget); } } } void GetPlayerInput() { moveVector = Vector3.zero; // Check Mouse Wheel Input prior to Shift Key so we can apply multiplier on Shift for Scrolling mouseWheel = Input.GetAxis("Mouse ScrollWheel"); float touchCount = Input.touchCount; if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift) || touchCount > 0) { mouseWheel *= 10; if (Input.GetKeyDown(KeyCode.I)) CameraMode = CameraModes.Isometric; if (Input.GetKeyDown(KeyCode.F)) CameraMode = CameraModes.Follow; if (Input.GetKeyDown(KeyCode.S)) MovementSmoothing = !MovementSmoothing; // Check for right mouse button to change camera follow and elevation angle if (Input.GetMouseButton(1)) { mouseY = Input.GetAxis("Mouse Y"); mouseX = Input.GetAxis("Mouse X"); if (mouseY > 0.01f || mouseY < -0.01f) { ElevationAngle -= mouseY * MoveSensitivity; // Limit Elevation angle between min & max values. ElevationAngle = Mathf.Clamp(ElevationAngle, MinElevationAngle, MaxElevationAngle); } if (mouseX > 0.01f || mouseX < -0.01f) { OrbitalAngle += mouseX * MoveSensitivity; if (OrbitalAngle > 360) OrbitalAngle -= 360; if (OrbitalAngle < 0) OrbitalAngle += 360; } } // Get Input from Mobile Device if (touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Moved) { Vector2 deltaPosition = Input.GetTouch(0).deltaPosition; // Handle elevation changes if (deltaPosition.y > 0.01f || deltaPosition.y < -0.01f) { ElevationAngle -= deltaPosition.y * 0.1f; // Limit Elevation angle between min & max values. ElevationAngle = Mathf.Clamp(ElevationAngle, MinElevationAngle, MaxElevationAngle); } // Handle left & right if (deltaPosition.x > 0.01f || deltaPosition.x < -0.01f) { OrbitalAngle += deltaPosition.x * 0.1f; if (OrbitalAngle > 360) OrbitalAngle -= 360; if (OrbitalAngle < 0) OrbitalAngle += 360; } } // Check for left mouse button to select a new CameraTarget or to reset Follow position if (Input.GetMouseButton(0)) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, 300, 1 << 10 | 1 << 11 | 1 << 12 | 1 << 14)) { if (hit.transform == CameraTarget) { // Reset Follow Position OrbitalAngle = 0; } else { CameraTarget = hit.transform; OrbitalAngle = 0; MovementSmoothing = previousSmoothing; } } } if (Input.GetMouseButton(2)) { if (dummyTarget == null) { // We need a Dummy Target to anchor the Camera dummyTarget = new GameObject("Camera Target").transform; dummyTarget.position = CameraTarget.position; dummyTarget.rotation = CameraTarget.rotation; CameraTarget = dummyTarget; previousSmoothing = MovementSmoothing; MovementSmoothing = false; } else if (dummyTarget != CameraTarget) { // Move DummyTarget to CameraTarget dummyTarget.position = CameraTarget.position; dummyTarget.rotation = CameraTarget.rotation; CameraTarget = dummyTarget; previousSmoothing = MovementSmoothing; MovementSmoothing = false; } mouseY = Input.GetAxis("Mouse Y"); mouseX = Input.GetAxis("Mouse X"); moveVector = cameraTransform.TransformDirection(mouseX, mouseY, 0); dummyTarget.Translate(-moveVector, Space.World); } } // Check Pinching to Zoom in - out on Mobile device if (touchCount == 2) { Touch touch0 = Input.GetTouch(0); Touch touch1 = Input.GetTouch(1); Vector2 touch0PrevPos = touch0.position - touch0.deltaPosition; Vector2 touch1PrevPos = touch1.position - touch1.deltaPosition; float prevTouchDelta = (touch0PrevPos - touch1PrevPos).magnitude; float touchDelta = (touch0.position - touch1.position).magnitude; float zoomDelta = prevTouchDelta - touchDelta; if (zoomDelta > 0.01f || zoomDelta < -0.01f) { FollowDistance += zoomDelta * 0.25f; // Limit FollowDistance between min & max values. FollowDistance = Mathf.Clamp(FollowDistance, MinFollowDistance, MaxFollowDistance); } } // Check MouseWheel to Zoom in-out if (mouseWheel < -0.01f || mouseWheel > 0.01f) { FollowDistance -= mouseWheel * 5.0f; // Limit FollowDistance between min & max values. FollowDistance = Mathf.Clamp(FollowDistance, MinFollowDistance, MaxFollowDistance); } } } }