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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameCamera : MonoBehaviour {
public float smooth;
public float moveSpeed;
public Transform tablePlane;
private Vector3 currentVelocity;
private Rect tableBounds;
private void Awake() {
if (CameraController.Instance != null)
CameraController.Instance.gameObject.SetActive(false);
}
void Start() {
TableBoundsSetup();
}
private void TableBoundsSetup() {
float width = tablePlane.lossyScale.x * 2 * 5;
float height = tablePlane.lossyScale.z * 2 * 5;
float x = tablePlane.position.x - width / 2;
float y = tablePlane.position.z - height / 2;
tableBounds = new Rect(x, y, width, height);
}
void Update() {
MoveCameraWithInput();
}
private void MoveCameraWithInput() {
Vector2 moveDir2 = GetAxisDirection();
//Hide circuit menu on camera move
/*if (moveDir2 != Vector2.zero) {
Circuit circuit = GameGUI.Instance.currentMenuCircuit;
if (circuit != null) {
circuit.Deselect();
}
}*/
float moveX = -moveDir2.y;
float moveZ = moveDir2.x;
float x = transform.position.x + moveX;
float z = transform.position.z + moveZ;
Vector3 newMoveDir = Vector3.zero;
if (x < tableBounds.x + tableBounds.width && x > tableBounds.x)
newMoveDir.x = moveX;
if (z < tableBounds.y + tableBounds.height && z > tableBounds.y)
newMoveDir.z = moveZ;
Vector3 newPosition = transform.position + newMoveDir * moveSpeed;
MoveSmoothlyTo(newPosition);
}
private void OnDrawGizmos() {
Gizmos.color = Color.red;
Vector3 origin = new Vector3(tableBounds.x, 73, tableBounds.y);
Vector3 c1 = origin + new Vector3(tableBounds.width, 0, 0);
Vector3 c2 = origin + new Vector3(0, 0, tableBounds.height);
Vector3 c3 = origin + new Vector3(tableBounds.width, 0, tableBounds.height);
Gizmos.DrawLine(origin, c1);
Gizmos.DrawLine(origin, c2);
Gizmos.DrawLine(c1, c3);
Gizmos.DrawLine(c2, c3);
}
private void MoveSmoothlyTo(Vector3 pos) {
transform.position = Vector3.SmoothDamp(transform.position, pos, ref currentVelocity, smooth);
}
private Vector2 GetAxisDirection() {
float x = Input.GetAxisRaw("Horizontal");
float y = Input.GetAxisRaw("Vertical");
return new Vector2(x, y);
}
}