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PerspectiveCameraController.cs
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PerspectiveCameraController.cs
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using UnityEngine;
public class PerspectiveCameraController : MonoBehaviour
{
[SerializeField] private Camera cam;
private float groundZ = 0;
private Vector3 dragOrigin;
float cam_x_pose, cam_y_pose;
private float cameraZoom = 80f;
[SerializeField] float zoomAmountMultiplyer = 1;
[SerializeField] private bool use_keyboard;
void Update()
{
if (use_keyboard)
{
PanCamByKeyInput();
}
else
{
PanCamByMouseInput();
}
HandleZoomByMouseWheel();
}
/// <summary>Allows the user to pan the perspective camera by draggin the mouse on screen</summary>
private void PanCamByMouseInput()
{
if (Input.GetMouseButtonDown(0))
{
dragOrigin = GetWorldPosition(groundZ);
}
if (Input.GetMouseButton(0))
{
Vector3 direction = dragOrigin - GetWorldPosition(groundZ);
cam.transform.position += direction;
}
}
/// <summary>Allows the user to pan the perspective camera by using the arrow keys</summary>
private void PanCamByKeyInput()
{
if (Input.GetKey(KeyCode.RightArrow))
{
cam_x_pose = cam.transform.position.x;
cam_x_pose += 0.01f;
cam.transform.position = new Vector3(cam_x_pose, cam.transform.position.y, cam.transform.position.z);
}
else if (Input.GetKey(KeyCode.LeftArrow))
{
cam_x_pose = cam.transform.position.x;
cam_x_pose -= 0.01f;
cam.transform.position = new Vector3(cam_x_pose, cam.transform.position.y, cam.transform.position.z);
}
if (Input.GetKey(KeyCode.UpArrow))
{
cam_y_pose = cam.transform.position.y;
cam_y_pose += 0.01f;
cam.transform.position = new Vector3(cam.transform.position.x, cam_y_pose, cam.transform.position.z);
}
else if (Input.GetKey(KeyCode.DownArrow))
{
cam_y_pose = cam.transform.position.y;
cam_y_pose -= 0.01f;
cam.transform.position = new Vector3(cam.transform.position.x, cam_y_pose, cam.transform.position.z);
}
}
private Vector3 GetWorldPosition(float z)
{
Ray mousePos = cam.ScreenPointToRay(Input.mousePosition);
Plane ground = new Plane(Vector3.forward, new Vector3(0, 0, z));
float distance;
ground.Raycast(mousePos, out distance);
return mousePos.GetPoint(distance);
}
/// <summary>Allows the user to change the field of view - zooming in or out using the mouse wheel</summary>
private void HandleZoomByMouseWheel()
{
if (Input.GetAxis("Mouse ScrollWheel") != 0f) // forward
{
Vector2 mousePos = cam.ScreenToWorldPoint(Input.mousePosition);
cameraZoom = cam.transform.position.z;
cameraZoom += (Input.GetAxis("Mouse ScrollWheel") * zoomAmountMultiplyer);
cam.transform.position = new Vector3(mousePos.x, mousePos.y, cameraZoom);
}
}
}