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Question by Chakroun Yesser · Apr 02, 2011 at 05:35 PM · iphonemouseunityiphoneiphonetouch

From Mouse To Iphone Touch Code

Hello i find this beautiful code and i want to convert this code from mouse input and manipulation to iphone touch manipulation... Can i find specific method for this?? Thanks you :)

using UnityEngine; using System.Collections;

public class WowCamera : MonoBehaviour {

public Transform target; public float targetHeight = 1.7f; public float distance = 5.0f; public float offsetFromWall = 0.1f; public float maxDistance = 20; public float minDistance = .6f; public float xSpeed = 200.0f; public float ySpeed = 200.0f; public float targetSpeed = 5.0f; public int yMinLimit = -80; public int yMaxLimit = 80; public int zoomRate = 40; public float rotationDampening = 3.0f; public float zoomDampening = 5.0f; public LayerMask collisionLayers = -1;

private float xDeg = 0.0f; private float yDeg = 0.0f; private float currentDistance; private float desiredDistance; private float correctedDistance;

void Start () { Vector3 angles = transform.eulerAngles; xDeg = angles.x; yDeg = angles.y;

 currentDistance = distance;
 desiredDistance = distance;
 correctedDistance = distance;

 if (rigidbody)
     rigidbody.freezeRotation = true;

}

void Update() {

//Move the Player with left & right button press together if(Input.GetMouseButton(1)&&Input.GetMouseButton(0)) { float targetRotationAngle = target.eulerAngles.y; float currentRotationAngle = transform.eulerAngles.y; xDeg = Mathf.LerpAngle (currentRotationAngle, targetRotationAngle, rotationDampening Time.deltaTime);
target.transform.Rotate(0,Input.GetAxis ("Mouse X")
xSpeed 0.02f,0); xDeg += Input.GetAxis ("Mouse X") targetSpeed 0.02f; target.transform.Translate(Vector3.forward targetSpeed * Time.deltaTime); } }

void LateUpdate () { Vector3 vTargetOffset;

// Don't do anything if target is not defined if (!target) return;

 // If either mouse buttons are down, let the mouse govern camera position
 if (Input.GetMouseButton(0))
 {
     xDeg += Input.GetAxis ("Mouse X") * xSpeed * 0.02f;
     yDeg -= Input.GetAxis ("Mouse Y") * ySpeed * 0.02f;
 }

//Reset the camera angle and Rotate the Target Around the World! else if (Input.GetMouseButton(1)) { float targetRotationAngle = target.eulerAngles.y; float currentRotationAngle = transform.eulerAngles.y; xDeg = Mathf.LerpAngle (currentRotationAngle, targetRotationAngle, rotationDampening Time.deltaTime);
target.transform.Rotate(0,Input.GetAxis ("Mouse X")
xSpeed 0.02f,0); xDeg += Input.GetAxis ("Mouse X") xSpeed * 0.02f; }

 // otherwise, ease behind the target if any of the directional keys are pressed
 else if (Input.GetAxis("Vertical") != 0 || Input.GetAxis("Horizontal") != 0)
 {
     float targetRotationAngle = target.eulerAngles.y;
     float currentRotationAngle = transform.eulerAngles.y;
     xDeg = Mathf.LerpAngle (currentRotationAngle, targetRotationAngle, rotationDampening * Time.deltaTime);
 }

 yDeg = ClampAngle (yDeg, yMinLimit, yMaxLimit);


 // set camera rotation
 Quaternion rotation = Quaternion.Euler (yDeg, xDeg, 0);

 // calculate the desired distance
 desiredDistance -= Input.GetAxis ("Mouse ScrollWheel") * Time.deltaTime * zoomRate * Mathf.Abs (desiredDistance);
 desiredDistance = Mathf.Clamp (desiredDistance, minDistance, maxDistance);
 correctedDistance = desiredDistance;

 // calculate desired camera position
 vTargetOffset = new Vector3 (0, -targetHeight, 0);
 Vector3 position = target.position - (rotation * Vector3.forward * desiredDistance + vTargetOffset);

 // check for collision using the true target's desired registration point as set by user using height
 RaycastHit collisionHit;
 Vector3 trueTargetPosition = new Vector3 (target.position.x, target.position.y + targetHeight, target.position.z);

 // if there was a collision, correct the camera position and calculate the corrected distance
 bool isCorrected = false;
 if (Physics.Linecast (trueTargetPosition, position, out collisionHit, collisionLayers.value))
 {
     // calculate the distance from the original estimated position to the collision location,
     // subtracting out a safety "offset" distance from the object we hit.  The offset will help
     // keep the camera from being right on top of the surface we hit, which usually shows up as
     // the surface geometry getting partially clipped by the camera's front clipping plane.
     correctedDistance = Vector3.Distance (trueTargetPosition, collisionHit.point) - offsetFromWall;
     isCorrected = true;
 }

 // For smoothing, lerp distance only if either distance wasn't corrected, or correctedDistance is more than currentDistance
 currentDistance = !isCorrected || correctedDistance > currentDistance ? Mathf.Lerp (currentDistance, correctedDistance, Time.deltaTime * zoomDampening) : correctedDistance;

// keep within legal limits currentDistance = Mathf.Clamp (currentDistance, minDistance, maxDistance);

 // recalculate position based on the new currentDistance
 position = target.position - (rotation * Vector3.forward * currentDistance + vTargetOffset);

 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); } }

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