better cam + öine fix

This commit is contained in:
Leinadix 2025-09-16 13:04:05 +02:00
parent b7d38dcbb9
commit cb13d68831
3 changed files with 78 additions and 0 deletions

View file

@ -0,0 +1,59 @@
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 für horizontale Drehung
public float ySpeed = 120.0f; // Geschwindigkeit für 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 gedrückt
{
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;
}
}

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fileFormatVersion: 2
guid: 663151ee9debe374294b23f4aa357cf4

View file

@ -113,6 +113,23 @@ public class GameManager : MonoBehaviour
}
}
}
#if UNITY_EDITOR
void OnDrawGizmos()
{
if (connections == null) return;
// Linien respektieren den Z-Buffer
Handles.zTest = UnityEngine.Rendering.CompareFunction.LessEqual;
foreach (var con in connections)
{
if(!con.allowed) continue;
Handles.color = Color.red;
Handles.DrawLine(con.nodeA.transform.position, con.nodeB.transform.position);
}
}
#endif
}
#if UNITY_EDITOR