Created
December 16, 2023 14:03
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Simple Item Rotation Relative to Camera Script
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using UnityEngine; | |
public class ItemOverview : MonoBehaviour | |
{ | |
[SerializeField] private Transform center; | |
[SerializeField] private Transform viewCamera; | |
[SerializeField] private Transform overviewItem; | |
[SerializeField] private float itemRotationSpeed = 10f; | |
[SerializeField] private float cameraRotationSpeed = 0.5f; | |
[SerializeField] private float cameraScrollSpeed = 1f; | |
[SerializeField] private float minCameraDistance = 2f; | |
[SerializeField] private float maxCameraDistance = 5f; | |
[Range(-90f, 0f)] | |
[SerializeField] private float maxCameraVerticalAngle = -90f; | |
[Range(0f, 90f)] | |
[SerializeField] private float minCameraVerticalAngle = 90f; | |
private Vector3 cameraRot; | |
private float cameraDistance; | |
private Quaternion startRot; | |
private Vector2 deltaRot; | |
private void Start() | |
{ | |
cameraDistance = (minCameraDistance + maxCameraDistance) / 2f; | |
} | |
void Update() | |
{ | |
cameraDistance = Mathf.Clamp(cameraDistance - Input.mouseScrollDelta.y * (cameraScrollSpeed * cameraDistance) / 2f, minCameraDistance, maxCameraDistance); | |
if (Input.GetKeyDown(KeyCode.Mouse0)) | |
{ | |
startRot = overviewItem.rotation; | |
deltaRot = Vector2.zero; | |
} | |
else if (Input.GetKey(KeyCode.Mouse0)) | |
{ | |
var delta = Input.mousePositionDelta; | |
deltaRot += new Vector2(delta.x, delta.y); | |
overviewItem.rotation = | |
Quaternion.AngleAxis(-deltaRot.x * Mathf.Deg2Rad * itemRotationSpeed, viewCamera.up) * | |
Quaternion.AngleAxis(deltaRot.y * Mathf.Deg2Rad * itemRotationSpeed, viewCamera.right) * | |
startRot; | |
} | |
if (Input.GetKey(KeyCode.Mouse2) && !Input.GetKeyDown(KeyCode.Mouse2)) | |
{ | |
cameraRot += new Vector3(-Input.mousePositionDelta.y * cameraRotationSpeed, Input.mousePositionDelta.x * cameraRotationSpeed, 0); | |
cameraRot = new Vector3(Mathf.Clamp(cameraRot.x, -90, 90), cameraRot.y, 0); | |
viewCamera.rotation = Quaternion.Euler(cameraRot.x, cameraRot.y, 0); | |
} | |
viewCamera.position = viewCamera.rotation * Vector3.back * cameraDistance + center.position; | |
} | |
} |
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