Add decompiled sources
This commit is contained in:
14016 files changed
+1030428
No files matched your search
+246
@@ -0,0 +1,246 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace TMPro.Examples
|
||||
{
|
||||
public class CameraController : MonoBehaviour
|
||||
{
|
||||
public enum CameraModes
|
||||
{
|
||||
Follow = 0,
|
||||
Isometric = 1,
|
||||
Free = 2
|
||||
}
|
||||
|
||||
private Transform cameraTransform;
|
||||
|
||||
private Transform dummyTarget;
|
||||
|
||||
public Transform CameraTarget;
|
||||
|
||||
public float FollowDistance = 30f;
|
||||
|
||||
public float MaxFollowDistance = 100f;
|
||||
|
||||
public float MinFollowDistance = 2f;
|
||||
|
||||
public float ElevationAngle = 30f;
|
||||
|
||||
public float MaxElevationAngle = 85f;
|
||||
|
||||
public float MinElevationAngle;
|
||||
|
||||
public float OrbitalAngle;
|
||||
|
||||
public CameraModes CameraMode;
|
||||
|
||||
public bool MovementSmoothing = true;
|
||||
|
||||
public bool RotationSmoothing;
|
||||
|
||||
private bool previousSmoothing;
|
||||
|
||||
public float MovementSmoothingValue = 25f;
|
||||
|
||||
public float RotationSmoothingValue = 5f;
|
||||
|
||||
public float MoveSensitivity = 2f;
|
||||
|
||||
private Vector3 currentVelocity = Vector3.zero;
|
||||
|
||||
private Vector3 desiredPosition;
|
||||
|
||||
private float mouseX;
|
||||
|
||||
private float mouseY;
|
||||
|
||||
private Vector3 moveVector;
|
||||
|
||||
private float mouseWheel;
|
||||
|
||||
private const string event_SmoothingValue = "Slider - Smoothing Value";
|
||||
|
||||
private const string event_FollowDistance = "Slider - Camera Zoom";
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (QualitySettings.vSyncCount > 0)
|
||||
{
|
||||
Application.targetFrameRate = 60;
|
||||
}
|
||||
else
|
||||
{
|
||||
Application.targetFrameRate = -1;
|
||||
}
|
||||
if (Application.platform == RuntimePlatform.IPhonePlayer || Application.platform == RuntimePlatform.Android)
|
||||
{
|
||||
Input.simulateMouseWithTouches = false;
|
||||
}
|
||||
cameraTransform = base.transform;
|
||||
previousSmoothing = MovementSmoothing;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (CameraTarget == null)
|
||||
{
|
||||
dummyTarget = new GameObject("Camera Target").transform;
|
||||
CameraTarget = dummyTarget;
|
||||
}
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
GetPlayerInput();
|
||||
if (CameraTarget != null)
|
||||
{
|
||||
if (CameraMode == CameraModes.Isometric)
|
||||
{
|
||||
desiredPosition = CameraTarget.position + Quaternion.Euler(ElevationAngle, OrbitalAngle, 0f) * new Vector3(0f, 0f, 0f - FollowDistance);
|
||||
}
|
||||
else if (CameraMode == CameraModes.Follow)
|
||||
{
|
||||
desiredPosition = CameraTarget.position + CameraTarget.TransformDirection(Quaternion.Euler(ElevationAngle, OrbitalAngle, 0f) * new Vector3(0f, 0f, 0f - FollowDistance));
|
||||
}
|
||||
if (MovementSmoothing)
|
||||
{
|
||||
cameraTransform.position = Vector3.SmoothDamp(cameraTransform.position, desiredPosition, ref currentVelocity, MovementSmoothingValue * Time.fixedDeltaTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
cameraTransform.position = desiredPosition;
|
||||
}
|
||||
if (RotationSmoothing)
|
||||
{
|
||||
cameraTransform.rotation = Quaternion.Lerp(cameraTransform.rotation, Quaternion.LookRotation(CameraTarget.position - cameraTransform.position), RotationSmoothingValue * Time.deltaTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
cameraTransform.LookAt(CameraTarget);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void GetPlayerInput()
|
||||
{
|
||||
moveVector = Vector3.zero;
|
||||
mouseWheel = Input.GetAxis("Mouse ScrollWheel");
|
||||
float num = Input.touchCount;
|
||||
if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift) || num > 0f)
|
||||
{
|
||||
mouseWheel *= 10f;
|
||||
if (Input.GetKeyDown(KeyCode.I))
|
||||
{
|
||||
CameraMode = CameraModes.Isometric;
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.F))
|
||||
{
|
||||
CameraMode = CameraModes.Follow;
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.S))
|
||||
{
|
||||
MovementSmoothing = !MovementSmoothing;
|
||||
}
|
||||
if (Input.GetMouseButton(1))
|
||||
{
|
||||
mouseY = Input.GetAxis("Mouse Y");
|
||||
mouseX = Input.GetAxis("Mouse X");
|
||||
if (mouseY > 0.01f || mouseY < -0.01f)
|
||||
{
|
||||
ElevationAngle -= mouseY * MoveSensitivity;
|
||||
ElevationAngle = Mathf.Clamp(ElevationAngle, MinElevationAngle, MaxElevationAngle);
|
||||
}
|
||||
if (mouseX > 0.01f || mouseX < -0.01f)
|
||||
{
|
||||
OrbitalAngle += mouseX * MoveSensitivity;
|
||||
if (OrbitalAngle > 360f)
|
||||
{
|
||||
OrbitalAngle -= 360f;
|
||||
}
|
||||
if (OrbitalAngle < 0f)
|
||||
{
|
||||
OrbitalAngle += 360f;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (num == 1f && Input.GetTouch(0).phase == TouchPhase.Moved)
|
||||
{
|
||||
Vector2 deltaPosition = Input.GetTouch(0).deltaPosition;
|
||||
if (deltaPosition.y > 0.01f || deltaPosition.y < -0.01f)
|
||||
{
|
||||
ElevationAngle -= deltaPosition.y * 0.1f;
|
||||
ElevationAngle = Mathf.Clamp(ElevationAngle, MinElevationAngle, MaxElevationAngle);
|
||||
}
|
||||
if (deltaPosition.x > 0.01f || deltaPosition.x < -0.01f)
|
||||
{
|
||||
OrbitalAngle += deltaPosition.x * 0.1f;
|
||||
if (OrbitalAngle > 360f)
|
||||
{
|
||||
OrbitalAngle -= 360f;
|
||||
}
|
||||
if (OrbitalAngle < 0f)
|
||||
{
|
||||
OrbitalAngle += 360f;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (Input.GetMouseButton(0) && Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out var hitInfo, 300f, 23552))
|
||||
{
|
||||
if (hitInfo.transform == CameraTarget)
|
||||
{
|
||||
OrbitalAngle = 0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
CameraTarget = hitInfo.transform;
|
||||
OrbitalAngle = 0f;
|
||||
MovementSmoothing = previousSmoothing;
|
||||
}
|
||||
}
|
||||
if (Input.GetMouseButton(2))
|
||||
{
|
||||
if (dummyTarget == null)
|
||||
{
|
||||
dummyTarget = new GameObject("Camera Target").transform;
|
||||
dummyTarget.position = CameraTarget.position;
|
||||
dummyTarget.rotation = CameraTarget.rotation;
|
||||
CameraTarget = dummyTarget;
|
||||
previousSmoothing = MovementSmoothing;
|
||||
MovementSmoothing = false;
|
||||
}
|
||||
else if (dummyTarget != CameraTarget)
|
||||
{
|
||||
dummyTarget.position = CameraTarget.position;
|
||||
dummyTarget.rotation = CameraTarget.rotation;
|
||||
CameraTarget = dummyTarget;
|
||||
previousSmoothing = MovementSmoothing;
|
||||
MovementSmoothing = false;
|
||||
}
|
||||
mouseY = Input.GetAxis("Mouse Y");
|
||||
mouseX = Input.GetAxis("Mouse X");
|
||||
moveVector = cameraTransform.TransformDirection(mouseX, mouseY, 0f);
|
||||
dummyTarget.Translate(-moveVector, Space.World);
|
||||
}
|
||||
}
|
||||
if (num == 2f)
|
||||
{
|
||||
Touch touch = Input.GetTouch(0);
|
||||
Touch touch2 = Input.GetTouch(1);
|
||||
Vector2 vector = touch.position - touch.deltaPosition;
|
||||
Vector2 vector2 = touch2.position - touch2.deltaPosition;
|
||||
float magnitude = (vector - vector2).magnitude;
|
||||
float magnitude2 = (touch.position - touch2.position).magnitude;
|
||||
float num2 = magnitude - magnitude2;
|
||||
if (num2 > 0.01f || num2 < -0.01f)
|
||||
{
|
||||
FollowDistance += num2 * 0.25f;
|
||||
FollowDistance = Mathf.Clamp(FollowDistance, MinFollowDistance, MaxFollowDistance);
|
||||
}
|
||||
}
|
||||
if (mouseWheel < -0.01f || mouseWheel > 0.01f)
|
||||
{
|
||||
FollowDistance -= mouseWheel * 5f;
|
||||
FollowDistance = Mathf.Clamp(FollowDistance, MinFollowDistance, MaxFollowDistance);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user