Files
test/Assets/Plugins/Animancer/Examples/Code/OrbitControls.cs
2025-09-16 18:07:13 +07:00

105 lines
3.9 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using UnityEngine;
namespace Animancer.Examples
{
/// <summary>Simple mouse controls for orbiting the camera around a focal point.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/examples/basics/scene-setup#orbit-controls">Orbit Controls</see>
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer.Examples/OrbitControls
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Orbit Controls")]
[HelpURL(Strings.DocsURLs.APIDocumentation + "." + nameof(Examples) + "/" + nameof(OrbitControls))]
[ExecuteAlways]
public sealed class OrbitControls : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private Vector3 _FocalPoint = new Vector3(0, 1, 0);
[SerializeField] private MouseButton _MouseButton = MouseButton.Right;
[SerializeField] private Vector3 _Sensitivity = new Vector3(15, -10, -0.1f);
private float _Distance;
/************************************************************************************************************************/
public enum MouseButton
{
Automatic = -1,
Left = 0,
Right = 1,
Middle = 2,
}
/************************************************************************************************************************/
private void Awake()
{
_Distance = Vector3.Distance(_FocalPoint, transform.position);
transform.LookAt(_FocalPoint);
}
/************************************************************************************************************************/
private void Update()
{
#if UNITY_EDITOR
if (!UnityEditor.EditorApplication.isPlaying)
{
transform.LookAt(_FocalPoint);
return;
}
#endif
if (_MouseButton == MouseButton.Automatic || Input.GetMouseButton((int)_MouseButton))
{
var movement = new Vector2(
Input.GetAxis("Mouse X"),
Input.GetAxis("Mouse Y"));
if (movement != default)
{
var 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;
}
}
var zoom = Input.mouseScrollDelta.y * _Sensitivity.z;
if (zoom != 0 &&
Input.mousePosition.x >= 0 && Input.mousePosition.x <= Screen.width &&
Input.mousePosition.y >= 0 && Input.mousePosition.y <= Screen.height)
{
_Distance *= 1 + zoom;
}
// Always update position even with no input in case the target is moving.
UpdatePosition();
}
/************************************************************************************************************************/
private void UpdatePosition()
{
transform.position = _FocalPoint - transform.forward * _Distance;
}
/************************************************************************************************************************/
private void OnDrawGizmosSelected()
{
Gizmos.color = new Color(0.5f, 1, 0.5f, 1);
Gizmos.DrawLine(transform.position, _FocalPoint);
}
/************************************************************************************************************************/
}
}