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Question by
thesaintfx · May 15, 2018 at 09:10 AM ·
c#unity 5rotate
Rotate my Object with Mouse and Touch
I have a Problem that I just discovered a few days ago and the Problem is that I cant rotate my Object on a Surface with Touch because I only can Rotate it via Mouse and my question is what do I have to add to my Simple Mouse Roatator Script?
Im a beginner with C# and Unity so hopefully somebody could help me here.
Here is the Code:
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
namespace UnityStandardAssets.Utility
{
public class SimpleMouseRotator_E : MonoBehaviour
{
// A mouselook behaviour with constraints which operate relative to
// this gameobject's initial rotation.
// Only rotates around local X and Y.
// Works in local coordinates, so if this object is parented
// to another moving gameobject, its local constraints will
// operate correctly
// (Think: looking out the side window of a car, or a gun turret
// on a moving spaceship with a limited angular range)
// to have no constraints on an axis, set the rotationRange to 360 or greater.
public Vector2 rotationRange = new Vector3(70, 70);
public float rotationSpeed = 10;
public float dampingTime = 0.2f;
public bool autoZeroVerticalOnMobile = true;
public bool autoZeroHorizontalOnMobile = false;
public bool relative = true;
public GameObject reflectionprobe;
public Vector2 startPos;
public Vector2 direction;
public bool directionChosen;
private Vector3 m_TargetAngles;
private Vector3 m_FollowAngles;
private Vector3 m_FollowVelocity;
private Quaternion m_OriginalRotation;
private bool whileDragging;
private void Start()
{
whileDragging = false;
m_OriginalRotation = transform.localRotation;
}
private void Update()
{
// Track a single touch as a direction control.
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
// Handle finger movements based on touch phase.
switch (touch.phase)
{
// Record initial touch position.
case TouchPhase.Began:
startPos = touch.position;
directionChosen = false;
break;
// Determine direction by comparing the current touch position with the initial one.
case TouchPhase.Moved:
direction = touch.position - startPos;
break;
// Report that a direction has been chosen when the finger is lifted.
case TouchPhase.Ended:
directionChosen = true;
break;
}
}
if (directionChosen)
{
// Something that uses the chosen direction...
}
if (whileDragging)
{
// we make initial calculations from the original local rotation
transform.localRotation = m_OriginalRotation;
// read input from mouse or mobile controls
float inputH;
float inputV;
if (relative)
{
inputH = CrossPlatformInputManager.GetAxis("Mouse X");
inputV = CrossPlatformInputManager.GetAxis("Mouse Y");
// wrap values to avoid springing quickly the wrong way from positive to negative
if (m_TargetAngles.y > 180)
{
m_TargetAngles.y -= 360;
m_FollowAngles.y -= 360;
}
if (m_TargetAngles.x > 180)
{
m_TargetAngles.x -= 360;
m_FollowAngles.x -= 360;
}
if (m_TargetAngles.y < -180)
{
m_TargetAngles.y += 360;
m_FollowAngles.y += 360;
}
if (m_TargetAngles.x < -180)
{
m_TargetAngles.x += 360;
m_FollowAngles.x += 360;
}
#if MOBILE_INPUT
// on mobile, sometimes we want input mapped directly to tilt value,
// so it springs back automatically when the look input is released.
if (autoZeroHorizontalOnMobile) {
m_TargetAngles.y = Mathf.Lerp (-rotationRange.y * 0.5f, rotationRange.y * 0.5f, inputH * .5f + .5f);
} else {
m_TargetAngles.y += inputH * rotationSpeed;
}
if (autoZeroVerticalOnMobile) {
m_TargetAngles.x = Mathf.Lerp (-rotationRange.x * 0.5f, rotationRange.x * 0.5f, inputV * .5f + .5f);
} else {
m_TargetAngles.x += inputV * rotationSpeed;
}
#else
// with mouse input, we have direct control with no springback required.
m_TargetAngles.y += inputH * rotationSpeed;
m_TargetAngles.x += inputV * rotationSpeed;
#endif
// clamp values to allowed range
m_TargetAngles.y = Mathf.Clamp(m_TargetAngles.y, -rotationRange.y * 0.5f, rotationRange.y * 0.5f);
m_TargetAngles.x = Mathf.Clamp(m_TargetAngles.x, -rotationRange.x * 1f, rotationRange.x * 0.2f);
}
else
{
inputH = -Input.mousePosition.x;
inputV = -Input.mousePosition.y;
// set values to allowed range
m_TargetAngles.y = Mathf.Lerp(-rotationRange.y * 0.5f, rotationRange.y * 0.5f, inputH / Screen.width);
m_TargetAngles.x = Mathf.Lerp(-rotationRange.x * 1f, rotationRange.x * 1f, inputV / Screen.height);
}
// smoothly interpolate current values to target angles
m_FollowAngles = Vector3.SmoothDamp(m_FollowAngles, m_TargetAngles, ref m_FollowVelocity, dampingTime);
// update the actual gameobject's rotation
transform.localRotation = m_OriginalRotation * Quaternion.Euler(-m_FollowAngles.x, m_FollowAngles.y, 0);
}
}
public void BeginDrag()
{
whileDragging = true;
}
public void EndDrag()
{
whileDragging = false;
}
}
}
Maybe somebody could help me here it would be pretty awesome!
Grettings from Germany
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