5Y5T3M/Assets/Scripts/CameraOrbit.cs

59 lines
1.8 KiB
C#
Raw Normal View History

2025-09-16 13:04:05 +02:00
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;
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;
}
Quaternion rotation = Quaternion.Euler(y, x, 0);
Vector3 position = rotation * new Vector3(0.0f, 0.0f, -distance) + target.position;
transform.rotation = rotation;
transform.position = position;
}
}