5Y5T3M/Assets/Scripts/CameraOrbit.cs

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using UnityEngine;
public class CameraOrbit : MonoBehaviour
{
[Header("Target Settings")]
public Transform target; // Das Objekt, um das sich die Kamera drehen soll
public float distance = 5.0f; // Abstand zur Kamera
[Header("Rotation Settings")]
public float xSpeed = 120.0f; // Geschwindigkeit f<>r horizontale Drehung
public float ySpeed = 120.0f; // Geschwindigkeit f<>r vertikale Drehung
public float yMinLimit = -20f; // Min. vertikaler Winkel
public float yMaxLimit = 80f; // Max. vertikaler Winkel
private float x = 0.0f;
private float y = 0.0f;
void Start()
{
if (target == null)
{
Debug.LogWarning("Kein Target gesetzt! Bitte ein Objekt in 'target' zuweisen.");
enabled = false;
return;
}
Vector3 angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
// Cursor frei beweglich lassen
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
void LateUpdate()
{
if (target == null) return;
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float scroll = Input.GetAxis("Mouse ScrollWheel");
if (scroll != 0f)
{
float fov = -1;
foreach (Camera _cam in transform.GetComponentsInChildren<Camera>())
{
if (fov < 0) // Calculate FOV for first Camera
{
fov = _cam.fieldOfView - scroll * GameManager.Instance.zoomSpeed;
fov = Mathf.Clamp(fov, GameManager.Instance.minFOV, GameManager.Instance.maxFOV);
}
_cam.fieldOfView = fov;
}
}
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if (Input.GetMouseButton(1)) // Rechte Maustaste gedr<64>ckt
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
x += Input.GetAxis("Mouse X") * xSpeed * Time.deltaTime;
y -= Input.GetAxis("Mouse Y") * ySpeed * Time.deltaTime;
y = Mathf.Clamp(y, yMinLimit, yMaxLimit);
} else
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
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Quaternion rotation = Quaternion.Euler(y, x, 0);
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Vector3 position = rotation * new Vector3(0.0f, 0.0f, -distance) + target.position;
transform.rotation = rotation;
transform.position = position;
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Camera cam = transform.GetChild(0).GetComponent<Camera>();
Ray ray = cam.ScreenPointToRay(Input.mousePosition);
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RaycastHit hit;
if (Physics.Raycast(ray, out hit, float.MaxValue))
{
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GameManager gm = FindFirstObjectByType<GameManager>();
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if (hit.transform.CompareTag("Node"))
{
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var obj = hit.transform.GetComponent<Node>();
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obj.hovered = true;
}
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// Hover-Ermittlung Connections
Vector2 mouse = Input.mousePosition;
Vector3 mousePos = new Vector3(mouse.x, mouse.y, 0);
bool cancelHover = false;
float closestDist = float.MaxValue;
int closestIdx = -1;
var connections = gm.GetConnections();
for (int i = 0; i < connections.Count; i++)
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{
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connections[i].hovered = false;
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if (cancelHover)
continue;
var con = connections[i];
Vector3 a = cam.WorldToScreenPoint(con.nodeA.transform.position);
Vector3 b = cam.WorldToScreenPoint(con.nodeB.transform.position);
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Vector3 ab = b - a;
Vector3 am = mousePos - a;
float t = Mathf.Clamp01(Vector3.Dot(am, ab) / ab.sqrMagnitude);
Vector3 proj = a + t * ab;
float dist = Vector3.Distance(mousePos, proj);
if (Vector3.Distance(a, mousePos) <= gm.hoverRadiusNode || Vector3.Distance(b, mousePos) <= gm.hoverRadiusNode)
cancelHover = true;
if (dist < closestDist && dist < gm.hoverRadiusCon)
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{
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closestDist = dist;
closestIdx = i;
}
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}
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if (closestIdx >= 0 && !cancelHover)
connections[closestIdx].hovered = true;
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}
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}
}