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Cam giving problem on rotation and pan
Here is the script which is giving problem literally. I tried but cant find where the problem occur. please help me to do this.
//In a file MaxCamera.cs
using UnityEngine;
using System.Collections;
public class MaxCamera : MonoBehaviour{
public Transform target;
public Vector3 targetOffset;
public float distance = 5.0f;
public float maxDistance = 20;
public float minDistance = .6f;
public float xSpeed = 200.0f;
public float ySpeed = 200.0f;
public int yMinLimit = -80;
public int yMaxLimit = 80;
public int zoomRate = 40;
public float panSpeed = 0.3f;
public float zoomDampening = 5.0f;
private float xDeg = 0.0f;
private float yDeg = 0.0f;
private float currentDistance;
private float desiredDistance;
private float x, y;
//reset image
public GUIStyle reset;
void Start()
{
x = y = 0;
//make the faul screen false at the start
Screen.fullScreen = false;
Vector3 angles = transform.eulerAngles;
// xDeg = angles.x;
//yDeg = angles.y;
currentDistance = distance;
desiredDistance = distance;
gameObject.transform.position = new Vector3(10.225f, 1.74f, -29.35f);
}
void Update()
{
if(Input.GetKeyDown(KeyCode.F))
Screen.fullScreen = !Screen.fullScreen;
}
/**
* Camera logic on LateUpdate to only update after all character movement logic has been handled.
*/
void LateUpdate()
{
//if(Input.mousePosition.x > 48 && Input.mousePosition.x < 511 && Input.mousePosition.y > 48 && Input.mousePosition.y < 620)
{
// Don't do anything if target is not defined
if (!target)
return;
// If Control and Alt and Middle button? ZOOM!
// if (Input.GetMouseButton(2) && Input.GetKey(KeyCode.LeftAlt) && Input.GetKey(KeyCode.LeftControl))
// {
// desiredDistance -= Input.GetAxis("Mouse Y") * Time.deltaTime * zoomRate*0.125f * Mathf.Abs(desiredDistance);
// }
if(Input.GetMouseButton(0))
{
x -= Input.GetAxis("Mouse Y")* 10 * 0.02f;
y +=Input.GetAxis("Mouse X") * 10 * 0.02f;
//target.transform.Rotate(0, -Input.GetAxis("Mouse X") * 10,0, Space.World);
}
// If middle mouse and left alt are selected? ORBIT
//else if (Input.GetMouseButton(2) && Input.GetKey(KeyCode.LeftAlt))
else if (Input.GetMouseButton(1))
{
xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
}
// otherwise if middle mouse is selected, we pan by way of transforming the target in screenspace
else if (Input.GetMouseButton(2))
{
//grab the rotation of the camera
if(targetOffset.y <= 25)
{
targetOffset.x -= (transform.right * Input.GetAxis("Mouse X") * 0.00002f).x;
targetOffset.y -= (Vector3.up * Input.GetAxis("Mouse Y") * 0.00002f).y;
}
else
targetOffset.y = 24.5f;
}
//Clamp the vertical axis for the orbit
yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
// set camera rotation
Quaternion rotation = Quaternion.Euler(x, y, 0);
// affect the desired Zoom distance if we roll the scrollwheel
desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * zoomRate * Mathf.Abs(desiredDistance);
//clamp the zoom min/max
desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance);
// For smoothing of the zoom, lerp distance
currentDistance = Mathf.Lerp(currentDistance, desiredDistance, Time.deltaTime * zoomDampening);
// keep within legal limits
currentDistance = Mathf.Clamp(currentDistance, minDistance, maxDistance);
// calculate position based on the new currentDistance
Vector3 position = target.position + (rotation * Vector3.forward * currentDistance + targetOffset);
//Vector3 position = transform.position;
transform.rotation = rotation;
transform.position = position;
}
}
private static float ClampAngle(float angle, float min, float max)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp(angle, min, max);
}
void OnGUI()
{
//for4:3 resolution
//if(GUI.Button(new Rect(7, Screen.width / 2 + 133, 30, 25),"",reset))
if(GUI.Button(new Rect(10, Screen.width / 2 + 138, 30, 25),"",reset))
{
target.transform.rotation = Quaternion.Euler(0, 0, 0);
}
//print(Input.mousePosition.x + " "+ Input.mousePosition.y);
}
}
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