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- // Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
- using Animancer.Units;
- using UnityEngine;
- namespace Animancer.Samples
- {
- /// <summary>Simple mouse controls for orbiting the camera around a focal point.</summary>
- /// <remarks>
- /// <strong>Documentation:</strong>
- /// <see href="https://kybernetik.com.au/animancer/docs/samples/basics/scene-setup#orbit-controls">
- /// Orbit Controls</see>
- /// </remarks>
- /// https://kybernetik.com.au/animancer/api/Animancer.Samples/OrbitControls
- ///
- [AddComponentMenu(Strings.SamplesMenuPrefix + "Orbit Controls")]
- [AnimancerHelpUrl(typeof(OrbitControls))]
- [ExecuteAlways]
- public class OrbitControls : MonoBehaviour
- {
- /************************************************************************************************************************/
- [SerializeField] private Transform _LookAt;
- [SerializeField] private Vector3 _FocalPoint = new(0, 1, 0);
- [SerializeField] private Vector3 _Sensitivity = new(1, -0.75f, -0.1f);
- [SerializeField, Meters] private float _MinZoom = 0.5f;
- [SerializeField, Seconds] private float _ZoomSmoothTime = 0.2f;
- private float _Distance;
- private float _TargetDistance;
- private float _ZoomSpeed;
- /************************************************************************************************************************/
- private Vector3 TargetPosition
- => _LookAt != null
- ? _LookAt.TransformPoint(_FocalPoint)
- : _FocalPoint;
- /************************************************************************************************************************/
- protected virtual void OnEnable()
- {
- Vector3 targetPosition = TargetPosition;
- _Distance = _TargetDistance = Vector3.Distance(targetPosition, transform.position);
- transform.LookAt(targetPosition);
- }
- /************************************************************************************************************************/
- protected virtual void Update()
- {
- #if UNITY_EDITOR
- if (!UnityEditor.EditorApplication.isPlaying)
- {
- transform.LookAt(TargetPosition);
- return;
- }
- #endif
- if (SampleInput.RightMouseHold)
- {
- Vector2 movement = SampleInput.MousePositionDelta;
- if (!movement.Equals(Vector2.zero))
- {
- Vector3 euler = transform.localEulerAngles;
- euler.y += movement.x * _Sensitivity.x;
- euler.x += movement.y * _Sensitivity.y;
- if (euler.x > 180)
- euler.x -= 360;
- euler.x = Mathf.Clamp(euler.x, -80, 80);
- transform.localEulerAngles = euler;
- }
- }
- // Scroll to zoom if the mouse is currently inside the game window.
- float zoom = SampleInput.MouseScrollDelta.y * _Sensitivity.z;
- Vector2 mousePosition = SampleInput.MousePosition;
- if (zoom != 0 &&
- mousePosition.x >= 0 && mousePosition.x <= Screen.width &&
- mousePosition.y >= 0 && mousePosition.y <= Screen.height)
- {
- if (zoom > 0)
- _TargetDistance *= 1 + zoom;
- else
- _TargetDistance /= 1 - zoom;
- if (_TargetDistance < _MinZoom)
- _TargetDistance = _MinZoom;
- }
- // Always update position even with no input in case the target is moving.
- UpdatePosition();
- }
- /************************************************************************************************************************/
- private void UpdatePosition()
- {
- _Distance = Mathf.SmoothDamp(_Distance, _TargetDistance, ref _ZoomSpeed, _ZoomSmoothTime);
- transform.position = TargetPosition - transform.forward * _Distance;
- }
- /************************************************************************************************************************/
- protected virtual void OnDrawGizmosSelected()
- {
- Gizmos.color = new(0.5f, 1, 0.5f, 1);
- Gizmos.DrawLine(transform.position, TargetPosition);
- }
- /************************************************************************************************************************/
- }
- }
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