using System; using UnityEngine; namespace TDLN.CameraControllers { public class CameraOrbit : MonoBehaviour { public GameObject target; public float distance = 10.0f; public float xSpeed = 250.0f; public float ySpeed = 120.0f; public float yMinLimit = -20; public float yMaxLimit = 80; float x = 0.0f; float y = 0.0f; void Start() { var angles = transform.eulerAngles; x = angles.y; y = angles.x; } float prevDistance; void LateUpdate() { if (distance < 2) distance = 2; distance -= Input.GetAxis("Mouse ScrollWheel") * 2; if (target) { var pos = Input.mousePosition; var dpiScale = 1f; if (Screen.dpi < 1) dpiScale = 1; if (Screen.dpi < 200) dpiScale = 1; else dpiScale = Screen.dpi / 200f; if (pos.x < 380 * dpiScale && Screen.height - pos.y < 250 * dpiScale) return; // comment out these two lines if you don't want to hide mouse curser or you have a UI button Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; x += Input.GetAxis("Mouse X") * xSpeed * 0.02f; y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f; y = ClampAngle(y, yMinLimit, yMaxLimit); var rotation = Quaternion.Euler(y, x, 0); var position = rotation * new Vector3(0.0f, 0.0f, -distance) + target.transform.position; transform.rotation = rotation; transform.position = position; } else { // comment out these two lines if you don't want to hide mouse curser or you have a UI button Cursor.visible = true; Cursor.lockState = CursorLockMode.None; } if (Math.Abs(prevDistance - distance) > 0.001f) { prevDistance = distance; var rot = Quaternion.Euler(y, x, 0); var po = rot * new Vector3(0.0f, 0.0f, -distance) + target.transform.position; transform.rotation = rot; transform.position = po; } } 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); } } }