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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))
{
RaycastHit hit;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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);
}
}
}
}