Hello Everyone,
After searching lots of about it, i couldn’t find a solution regarding my problem.
I have a target object, i just want to rotate the camera around it with max min distance and zoom the target object with pitching.
I have also a GUI area, which shouldn’t be affected by touch. ( I already solved this part and its in the code.)
Orbitting around target works fine. I actually use mouse input, but it works fine on iOs for now. So what i need as help is how to add a code to my script to have a pitch zoom with limitations.
I would be really happy if someone helps me on this. I’m trying to find this out since days…
Thank you all…
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;
bool isGUI = false;
float x = 0.0f;
float y = 0.0f;
void Start () {
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
void LateUpdate () {
if (target !isGUI) {
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")*50, 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);
}
void OnGUI() {
GUILayout.BeginArea (new Rect(200, 420, 600, 350));
GUILayout.Box("My button", GUILayout.Width(600),GUILayout.Height(350));
if (GUILayoutUtility.GetLastRect().Contains(Event.current.mousePosition)) {
Debug.Log("Mouse over!");
isGUI=true;
}
else {
Debug.Log("Mouse somewhere else");
isGUI=false; }
GUILayout.EndArea();
}
}