Hi Guys,
I have a script, just a modification of the orbit camera navigation script. I am trying to pan. I have been able to pan but every time I use another button such as rotate, the position of the object pops back to the center of the screen.
Why is this happening? How can i write it so the object stays in place once I pan and then try and rotate?
var target : Transform;
var distance = 80.0;
var xSpeed = 450.0;
var ySpeed = 120.0;
var mindistance = 20;
var maxdistance = 80;
var moveSpeed : float = 0.05f;
var yMinLimit = -20;
var yMaxLimit = 120;
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 () {
//function Update() {
if (Input.GetMouseButton(0))
{
if (target) {
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;
transform.rotation = rotation;
transform.position = position;
}
}
if (Input.GetAxis("Mouse ScrollWheel") < 0) // back
{
// First we add a value to the existing fov distance
camera.fov += 10;
// then we clamp it. by giving it a min and max value
camera.fov = Mathf.Clamp(camera.fov, mindistance, maxdistance);
}
if (Input.GetAxis("Mouse ScrollWheel") > 0) // forward
{
//distance += 10;
camera.fov -= 10;
camera.fov = Mathf.Clamp(camera.fov, mindistance, maxdistance);
}
if (Input.GetMouseButton(2))
{
//transform.rotation = camera.rotation;
transform.Translate(transform.right * -Input.GetAxis("Mouse X") * moveSpeed);
transform.Translate(transform.up * -Input.GetAxis("Mouse Y") * moveSpeed, Space.World);
}
}
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);
}