Question by
SaadAnees · Mar 31, 2016 at 09:59 AM ·
unity 5camerartscamera movement
How to move camera in x-z axis only for RTS touch script for mobile ?
Hello,
I am working on RTS based game for mobile. I want to control camera just like "Clash of Clan", I found a tutorial and script by Savalish on youtube. But that was for 2D game. I want that result in 3D so i modified it. Everything is working fine except the camera is moving upward direction that is y-axis. I don't want that. and also need boundaries for limiting camera to move further. Below is the code I used:
using UnityEngine;
using System.Collections;
public class TouchCameraControl : MonoBehaviour
{
public float moveSensitivityX = 1.0f;
public float moveSensitivityY = 1.0f;
public bool updateZoomSensitivity = true;
public float orthoZoomSpeed = 0.05f;
public float minZoom = 1.0f;
public float maxZoom = 20.0f;
public bool invertMoveX = false;
public bool invertMoveY = false;
public float mapWidth = 60.0f;
public float mapHeight = 40.0f;
public float inertiaDuration = 1.0f;
private Camera _camera;
private float minX, maxX, minY, maxY;
private float horizontalExtent, verticalExtent;
private float scrollVelocity = 0.0f;
private float timeTouchPhaseEnded;
private Vector3 scrollDirection = Vector3.zero;
void Start ()
{
_camera = Camera.main;
maxZoom = 0.5f * (mapWidth / _camera.aspect);
if (mapWidth > mapHeight)
maxZoom = 0.5f * mapHeight;
if (_camera.fieldOfView > maxZoom)
_camera.fieldOfView = maxZoom;
CalculateLevelBounds ();
}
void Update ()
{
if (updateZoomSensitivity)
{
moveSensitivityX = _camera.fieldOfView / 5.0f;
moveSensitivityY = _camera.fieldOfView / 5.0f;
}
Touch[] touches = Input.touches;
if (touches.Length < 1)
{
//if the camera is currently scrolling
if (scrollVelocity != 0.0f)
{
//slow down over time
float t = (Time.time - timeTouchPhaseEnded) / inertiaDuration;
float frameVelocity = Mathf.Lerp (scrollVelocity, 0.0f, t);
_camera.transform.position += -(Vector3)scrollDirection.normalized * (frameVelocity * 0.05f) * Time.deltaTime;
if (t >= 1.0f)
scrollVelocity = 0.0f;
}
}
if (touches.Length > 0)
{
//Single touch (move)
if (touches.Length == 1)
{
if (touches[0].phase == TouchPhase.Began)
{
scrollVelocity = 0.0f;
}
else if (touches[0].phase == TouchPhase.Moved)
{
Vector3 delta = touches[0].deltaPosition;
float positionX = delta.x * moveSensitivityX * Time.deltaTime;
positionX = invertMoveX ? positionX : positionX * -1;
float positionY = delta.y * moveSensitivityY * Time.deltaTime;
positionY = invertMoveY ? positionY : positionY * -1;
_camera.transform.position += new Vector3 (positionX, 0, positionY);
//_camera.transform.position += transform.TransformDirection((Vector2)((new Vector2 (positionX, positionY-positionX))));
scrollDirection = touches[0].deltaPosition.normalized;
scrollVelocity = touches[0].deltaPosition.magnitude / touches[0].deltaTime;
if (scrollVelocity <= 100)
scrollVelocity = 0;
}
else if (touches[0].phase == TouchPhase.Ended)
{
timeTouchPhaseEnded = Time.time;
}
}
//Double touch (zoom)
if (touches.Length == 2)
{
Debug.Log ("Double Touch");
Vector2 cameraViewsize = new Vector2 (_camera.pixelWidth, _camera.pixelHeight);
Touch touchOne = touches[0];
Touch touchTwo = touches[1];
Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition;
Vector2 touchTwoPrevPos = touchTwo.position - touchTwo.deltaPosition;
float prevTouchDeltaMag = (touchOnePrevPos - touchTwoPrevPos).magnitude;
float touchDeltaMag = (touchOne.position - touchTwo.position).magnitude;
float deltaMagDiff = prevTouchDeltaMag - touchDeltaMag;
_camera.transform.position += _camera.transform.TransformDirection ((touchOnePrevPos + touchTwoPrevPos - cameraViewsize) * _camera.fieldOfView / cameraViewsize.y);
_camera.fieldOfView += deltaMagDiff * orthoZoomSpeed;
_camera.fieldOfView = Mathf.Clamp (_camera.fieldOfView, minZoom, maxZoom) - 0.001f;
_camera.transform.position -= _camera.transform.TransformDirection ((touchOne.position + touchTwo.position - cameraViewsize) * _camera.fieldOfView / cameraViewsize.y);
CalculateLevelBounds ();
}
}
}
void CalculateLevelBounds ()
{
verticalExtent = _camera.fieldOfView;
horizontalExtent = _camera.fieldOfView * Screen.width / Screen.height;
minX = horizontalExtent - mapWidth / 2.0f;
maxX = mapWidth / 2.0f - horizontalExtent;
minY = verticalExtent - mapHeight / 2.0f;
maxY = mapHeight / 2.0f - verticalExtent;
}
void LateUpdate ()
{
//Vector3 limitedCameraPosition = _camera.transform.position;
//limitedCameraPosition.x = Mathf.Clamp (limitedCameraPosition.x, minX, maxX);
//limitedCameraPosition.y = Mathf.Clamp (limitedCameraPosition.y, minY, maxY);
//_camera.transform.position = limitedCameraPosition;
}
void OnDrawGizmos ()
{
//Gizmos.DrawWireCube (Vector3.zero, new Vector3 (mapWidth, mapHeight, 0));
}
}
Tell me please what is wrong with the code. Any help would appreciated.
Thanks.
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