diff options
author | chai <chaifix@163.com> | 2020-10-22 23:30:02 +0800 |
---|---|---|
committer | chai <chaifix@163.com> | 2020-10-22 23:30:02 +0800 |
commit | 917e9e0b320775634dc2e710f7deac74fd0822f0 (patch) | |
tree | 637f3cccc80e7738c8a077fa3ff59218b8b18ee8 /Assets/MaterializeFX/MaterializationFX/Scripts/Utils/MouseOrbitController.cs | |
parent | 8268e4e308bd110dfea4ad849a7ff74e66951349 (diff) |
* amplify shader editor
Diffstat (limited to 'Assets/MaterializeFX/MaterializationFX/Scripts/Utils/MouseOrbitController.cs')
-rw-r--r-- | Assets/MaterializeFX/MaterializationFX/Scripts/Utils/MouseOrbitController.cs | 58 |
1 files changed, 58 insertions, 0 deletions
diff --git a/Assets/MaterializeFX/MaterializationFX/Scripts/Utils/MouseOrbitController.cs b/Assets/MaterializeFX/MaterializationFX/Scripts/Utils/MouseOrbitController.cs new file mode 100644 index 00000000..052f76c3 --- /dev/null +++ b/Assets/MaterializeFX/MaterializationFX/Scripts/Utils/MouseOrbitController.cs @@ -0,0 +1,58 @@ +using UnityEngine;
+
+namespace MaterializationFX.Scripts.Utils
+{
+ internal sealed class MouseOrbitController : MonoBehaviour
+ {
+ public Transform Target;
+ public float Distance = 5.0f;
+ public float XSpeed = 120.0f;
+ public float YSpeed = 120.0f;
+
+ public float YMinLimit = 20f;
+ public float YMaxLimit = 80f;
+
+ public float DistanceMin = .5f;
+ public float DistanceMax = 15f;
+
+ private float _x;
+ private float _y;
+
+ private void Start()
+ {
+ var angles = transform.eulerAngles;
+ _x = angles.y;
+ _y = angles.x;
+ }
+
+ private void LateUpdate()
+ {
+ if (!Input.GetMouseButton(0))
+ return;
+
+ _x += Input.GetAxis("Mouse X") * XSpeed * Distance * 0.02f;
+ _y -= Input.GetAxis("Mouse Y") * YSpeed * 0.02f;
+
+ _y = ClampAngle(_y, YMinLimit, YMaxLimit);
+
+ var rotation = Quaternion.Euler(_y, _x, 0);
+
+ Distance -= Input.GetAxis("Mouse ScrollWheel") * 5;
+
+ var negDistance = new Vector3(0.0f, 0.0f, -Distance);
+ var position = rotation * negDistance + Target.position;
+
+ transform.rotation = rotation;
+ transform.position = position;
+ }
+
+ private static float ClampAngle(float angle, float min, float max)
+ {
+ if (angle < -360F)
+ angle += 360F;
+ if (angle > 360F)
+ angle -= 360F;
+ return Mathf.Clamp(angle, min, max);
+ }
+ }
+}
|