using System; using UnityEngine; using System.Collections; public class BFX_MouseOrbit : 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 && (Input.GetMouseButton(1))) { 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; 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 { Cursor.visible = true; Cursor.lockState = CursorLockMode.None; //Cursor.visible = true; //Screen.lockCursor = false; } if(Input.GetKey(KeyCode.RightArrow)) { if (Time.timeScale < 0.5) x += 1f / 60f * 100; else x += Time.deltaTime * 3; 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; } if (Input.GetKey(KeyCode.LeftArrow)) { if(Time.timeScale < 0.5) x -= 1f / 60f * 100; else x -= Time.deltaTime * 3; 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; } if (Input.GetKeyDown(KeyCode.UpArrow)) { if (Time.timeScale > 0.5) Time.timeScale = 0; else Time.timeScale = 1; } 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); } }