5Y5T3M/Assets/Scripts/CameraOrbit.cs

100 lines
No EOL
3.3 KiB
C#

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;
Ray ray = transform.GetChild(0).GetComponent<Camera>().ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, float.MaxValue))
{
if (hit.transform.CompareTag("Node"))
{
var obj = hit.transform.parent.GetComponent<Node>();
obj.hovered = true;
}
else
{
GameManager gm = FindFirstObjectByType<GameManager>();
Connection closestCon = null;
float closestDist = 0.5f; // maximale Abstand in Welt-Einheiten
foreach (var con in gm.GetConnections())
{
Vector3 a = con.nodeA.transform.position;
Vector3 b = con.nodeB.transform.position;
Vector3 ab = b - a;
float t = Mathf.Clamp01(Vector3.Dot(hit.point - a, ab) / ab.sqrMagnitude);
Vector3 proj = a + t * ab;
float dist = Vector3.Distance(hit.point, proj);
if (dist < closestDist)
{
closestDist = dist;
closestCon = con;
}
}
if (closestCon != null)
{
closestCon.hovered = true;
}
}
}
}
}