130 lines
No EOL
4.7 KiB
C#
130 lines
No EOL
4.7 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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float scroll = Input.GetAxis("Mouse ScrollWheel");
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if (scroll != 0f)
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{
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float fov = -1;
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foreach (Camera _cam in transform.GetComponentsInChildren<Camera>())
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{
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if (fov < 0) // Calculate FOV for first Camera
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{
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fov = _cam.fieldOfView - scroll * GameManager.Instance.zoomSpeed;
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fov = Mathf.Clamp(fov, GameManager.Instance.minFOV, GameManager.Instance.maxFOV);
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}
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_cam.fieldOfView = fov;
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}
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}
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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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Camera cam = transform.GetChild(0).GetComponent<Camera>();
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Ray ray = cam.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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GameManager gm = FindFirstObjectByType<GameManager>();
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if (hit.transform.CompareTag("Node"))
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{
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var obj = hit.transform.GetComponent<Node>();
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obj.hovered = true;
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}
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// Hover-Ermittlung Connections
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Vector2 mouse = Input.mousePosition;
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Vector3 mousePos = new Vector3(mouse.x, mouse.y, 0);
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bool cancelHover = false;
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float closestDist = float.MaxValue;
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int closestIdx = -1;
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var connections = gm.GetConnections();
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for (int i = 0; i < connections.Count; i++)
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{
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connections[i].hovered = false;
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if (cancelHover)
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continue;
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var con = connections[i];
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Vector3 a = cam.WorldToScreenPoint(con.nodeA.transform.position);
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Vector3 b = cam.WorldToScreenPoint(con.nodeB.transform.position);
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Vector3 ab = b - a;
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Vector3 am = mousePos - a;
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float t = Mathf.Clamp01(Vector3.Dot(am, ab) / ab.sqrMagnitude);
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Vector3 proj = a + t * ab;
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float dist = Vector3.Distance(mousePos, proj);
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if (Vector3.Distance(a, mousePos) <= gm.hoverRadiusNode || Vector3.Distance(b, mousePos) <= gm.hoverRadiusNode)
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cancelHover = true;
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if (dist < closestDist && dist < gm.hoverRadiusCon)
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{
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closestDist = dist;
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closestIdx = i;
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}
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}
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if (closestIdx >= 0 && !cancelHover)
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connections[closestIdx].hovered = true;
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gm.hoverText.gameObject.transform.transform.forward = Camera.main.transform.forward;
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gm.hoverText.gameObject.transform.position = hit.point + Vector3.up * 3.0f;
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gm.hoverText.gameObject.transform.localPosition = gm.hoverText.gameObject.transform.localPosition.normalized * 23f;
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}
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}
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} |