MouseOrbitImproved
From Unify Community Wiki
Author: Veli V
Author Boo: [highway900]
Contents |
Description
Improved version of the original MouseOrbit script. Zooms with the mousewheel and uses linecast to make sure that object isn't behind anything.
Feel free to improve it further!
Code Javascript
var target : Transform; var distance = 10.0; var xSpeed = 250.0; var ySpeed = 120.0; var yMinLimit = -20; var yMaxLimit = 80; var distanceMin = 3; var distanceMax = 15; private var x = 0.0; private var y = 0.0; @script AddComponentMenu("Camera-Control/Mouse Orbit") function Start () { var angles = transform.eulerAngles; x = angles.y; y = angles.x; // Make the rigid body not change rotation if (rigidbody) rigidbody.freezeRotation = true; } function LateUpdate () { if (target) { x += Input.GetAxis("Mouse X") * xSpeed * distance* 0.02; y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02; y = ClampAngle(y, yMinLimit, yMaxLimit); var rotation = Quaternion.Euler(y, x, 0); distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel")*5, distanceMin, distanceMax); var hit : RaycastHit; if (Physics.Linecast (target.position, transform.position, hit)) { distance -= hit.distance; } var position = rotation * Vector3(0.0, 0.0, -distance) + target.position; transform.rotation = rotation; transform.position = position; } } static function ClampAngle (angle : float, min : float, max : float) { if (angle < -360) angle += 360; if (angle > 360) angle -= 360; return Mathf.Clamp (angle, min, max); }
Code C#
using UnityEngine; using System.Collections; [AddComponentMenu("Camera-Control/Mouse Orbit with zoom")] public class MouseOrbitImproved : 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 Rigidbody rigidbody; float x = 0.0f; float y = 0.0f; // Use this for initialization void Start () { Vector3 angles = transform.eulerAngles; x = angles.y; y = angles.x; rigidbody = GetComponent<Rigidbody>(); // Make the rigid body not change rotation if (rigidbody != null) { rigidbody.freezeRotation = true; } } void LateUpdate () { if (target) { x += Input.GetAxis("Mouse X") * xSpeed * distance * 0.02f; y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f; y = ClampAngle(y, yMinLimit, yMaxLimit); Quaternion rotation = Quaternion.Euler(y, x, 0); distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel")*5, distanceMin, distanceMax); RaycastHit hit; if (Physics.Linecast (target.position, transform.position, out hit)) { distance -= hit.distance; } Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance); Vector3 position = rotation * negDistance + target.position; transform.rotation = rotation; transform.position = position; } } public 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); } }
Code Boo
import UnityEngine [AddComponentMenu("Camera-Control/Mouse Orbit")] class MouseOribitImproved (MonoBehaviour): public target as Transform public distance as single = 5.0 public xSpeed as single = 120.0 public ySpeed as single= 120.0 public yMinLimit as single = -80.0 public yMaxLimit as single = 120.0 public distanceMin as single = 0.5 public distanceMax as single = 15.0 private x as single = 0.0 private y as single = 0.0 def Start (): angles as Vector3 = transform.eulerAngles x = angles.y y = angles.x // Make the rigid body not change rotation if (rigidbody): rigidbody.freezeRotation = true def LateUpdate (): if Input.GetMouseButton(2): x += Input.GetAxis("Mouse X") * xSpeed * distance * 0.02f y -= Input.GetAxis("Mouse Y") * ySpeed * distance * 0.02f if target: y = ClampAngle(y, yMinLimit, yMaxLimit) rotation as Quaternion = Quaternion.Euler(y, x, 0) distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel")*5, distanceMin, distanceMax) negDistance as Vector3 = Vector3(0.0f, 0.0f, -distance) position as Vector3 = rotation * negDistance + target.position transform.rotation = rotation transform.position = position def ClampAngle(angle as single, min as single, max as single): if (angle < -360.0f): angle += 360.0f if (angle > 360.0f): angle -= 360f return Mathf.Clamp(angle, min, max)