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; float scroll = Input.GetAxis("Mouse ScrollWheel"); if (scroll != 0f) { float fov = -1; foreach (Camera _cam in transform.GetComponentsInChildren()) { 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; } } 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; Camera cam = transform.GetChild(0).GetComponent(); Ray ray = cam.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, float.MaxValue)) { GameManager gm = FindFirstObjectByType(); if (hit.transform.CompareTag("Node")) { var obj = hit.transform.GetComponent(); obj.hovered = true; } // 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++) { connections[i].hovered = false; if (cancelHover) continue; var con = connections[i]; Vector3 a = cam.WorldToScreenPoint(con.nodeA.transform.position); Vector3 b = cam.WorldToScreenPoint(con.nodeB.transform.position); 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) { closestDist = dist; closestIdx = i; } } if (closestIdx >= 0 && !cancelHover) connections[closestIdx].hovered = true; gm.hoverText.gameObject.transform.transform.forward = Camera.main.transform.forward; gm.hoverText.gameObject.transform.position = hit.point + Vector3.up * 3.0f; gm.hoverText.gameObject.transform.localPosition = gm.hoverText.gameObject.transform.localPosition.normalized * 23f; } } }