100 lines
No EOL
3.3 KiB
C#
100 lines
No EOL
3.3 KiB
C#
using UnityEngine;
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public class CameraOrbit : MonoBehaviour
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{
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[Header("Target Settings")]
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public Transform target; // Das Objekt, um das sich die Kamera drehen soll
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public float distance = 5.0f; // Abstand zur Kamera
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[Header("Rotation Settings")]
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public float xSpeed = 120.0f; // Geschwindigkeit für horizontale Drehung
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public float ySpeed = 120.0f; // Geschwindigkeit für vertikale Drehung
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public float yMinLimit = -20f; // Min. vertikaler Winkel
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public float yMaxLimit = 80f; // Max. vertikaler Winkel
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private float x = 0.0f;
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private float y = 0.0f;
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void Start()
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{
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if (target == null)
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{
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Debug.LogWarning("Kein Target gesetzt! Bitte ein Objekt in 'target' zuweisen.");
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enabled = false;
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return;
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}
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Vector3 angles = transform.eulerAngles;
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x = angles.y;
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y = angles.x;
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// Cursor frei beweglich lassen
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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}
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void LateUpdate()
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{
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if (target == null) return;
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if (Input.GetMouseButton(1)) // Rechte Maustaste gedrückt
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{
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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x += Input.GetAxis("Mouse X") * xSpeed * Time.deltaTime;
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y -= Input.GetAxis("Mouse Y") * ySpeed * Time.deltaTime;
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y = Mathf.Clamp(y, yMinLimit, yMaxLimit);
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} else
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{
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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}
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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;
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transform.rotation = rotation;
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transform.position = position;
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Ray ray = transform.GetChild(0).GetComponent<Camera>().ScreenPointToRay(Input.mousePosition);
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RaycastHit hit;
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if (Physics.Raycast(ray, out hit, float.MaxValue))
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{
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if (hit.transform.CompareTag("Node"))
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{
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var obj = hit.transform.parent.GetComponent<Node>();
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obj.hovered = true;
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}
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else
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{
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GameManager gm = FindFirstObjectByType<GameManager>();
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Connection closestCon = null;
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float closestDist = 0.5f; // maximale Abstand in Welt-Einheiten
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foreach (var con in gm.GetConnections())
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{
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Vector3 a = con.nodeA.transform.position;
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Vector3 b = con.nodeB.transform.position;
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Vector3 ab = b - a;
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float t = Mathf.Clamp01(Vector3.Dot(hit.point - a, ab) / ab.sqrMagnitude);
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Vector3 proj = a + t * ab;
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float dist = Vector3.Distance(hit.point, proj);
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if (dist < closestDist)
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{
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closestDist = dist;
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closestCon = con;
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}
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}
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if (closestCon != null)
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{
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closestCon.hovered = true;
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}
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}
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}
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}
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} |