VirtualFramework/Assets/Scripts/FreeCameraController.cs

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using UnityEngine;
public class FreeCameraController : MonoBehaviour
{
public static FreeCameraController instance;
// <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD><C6B6>ٶ<EFBFBD>
public float moveSpeed = 5.0f; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD><C6B6>ٶ<EFBFBD>
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD>ٶ<EFBFBD>
public float rotateSpeed = 0.05f; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD>ٶ<EFBFBD>
// X<><58><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Χ
public float xRotationLimit = 80.0f;
// Y<><59><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Χ
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//public float yRotationLimit = 180.0f;
//public float minRotationLimitY = -1;
//public float maxRotationLimitY = -1;
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// <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>
public bool enableCollision = false; // Ĭ<>Ϲر<CFB9><D8B1><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><E2A3AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA><EFBFBD><EFBFBD>
private Vector3 lastMousePosition;
private bool isDragging = false;
private float xRotation = 0.0f;
private float yRotation = 0.0f;
public bool isMov = true;
public bool isRot = true;
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private void Awake()
{
instance = this;
DontDestroyOnLoad(this);
Global.appSetting.MouseMoveSpeed.RegisterWithInitValue(v => rotateSpeed = v);
}
void Update()
{
if (isMov == true)
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{
// <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD>
float horizontal = Input.GetAxis("Horizontal") * moveSpeed * Time.deltaTime;
float vertical = Input.GetAxis("Vertical") * moveSpeed * Time.deltaTime;
Vector3 move = transform.right * horizontal + transform.forward * vertical;
transform.position += move;
}
if (isRot)
{
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if (Input.GetMouseButtonDown(1))
{
lastMousePosition = Input.mousePosition;
isDragging = true;
SyncRotation();
}
if (Input.GetMouseButtonUp(1))
{
isDragging = false;
}
if (isDragging)
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת
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Vector3 mouseDelta = Input.mousePosition - lastMousePosition; // <20><>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
lastMousePosition = Input.mousePosition;
xRotation -= mouseDelta.y * rotateSpeed; // <20><>ת<EFBFBD><D7AA>X<EFBFBD><58><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>
yRotation += mouseDelta.x * rotateSpeed;
// <20><><EFBFBD><EFBFBD> X <20><><EFBFBD><EFBFBD>ת<EFBFBD><D7AA>Χ
xRotation = Mathf.Clamp(xRotation, -xRotationLimit, xRotationLimit);
//// <20><><EFBFBD><EFBFBD> Y <20><><EFBFBD><EFBFBD>ת<EFBFBD><D7AA>Χ
//if (minRotationLimitY!=-1&&maxRotationLimitY!=-1)
//{
// yRotation = Mathf.Clamp(yRotation, minRotationLimitY, maxRotationLimitY);
//}
transform.rotation = Quaternion.Euler(xRotation, yRotation, 0);
}
}
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}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public void LookAtPos(Vector3 direction)
{
Quaternion targetRotation = Quaternion.LookRotation(direction);
transform.rotation = targetRotation;
SyncRotation();
}
public void Rotate(Vector3 eulerAngels)
{
transform.eulerAngles = eulerAngels;
SyncRotation();
}
public void SyncRotation()
{
Vector3 currentRotation = transform.eulerAngles;
xRotation = currentRotation.x;
yRotation = currentRotation.y;
transform.eulerAngles = currentRotation;
//minRotationLimitY = currentRotation.y - yRotationLimit / 2;
//maxRotationLimitY = currentRotation.y + yRotationLimit / 2;
}
public void SetLock(bool isMov, bool isRot)
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{
this.isMov = isMov;
this.isRot = isRot;
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}
}