Created
January 12, 2021 20:57
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using UnityEngine; | |
[ExecuteInEditMode] | |
public class CameraController : MonoBehaviour | |
{ | |
public Transform target = null; | |
public float distanceFromTarget = 10.0f; | |
public float elevationFromTarget = 5.0f; | |
public KeyCode forwardMovementInput = KeyCode.W; | |
public KeyCode backwardMovementInput = KeyCode.S; | |
public KeyCode raiseElevationInput = KeyCode.Space; | |
public KeyCode lowerElevationInput = KeyCode.LeftControl; | |
public float movementSpeed = 5.0f; | |
public KeyCode leftRotationInput = KeyCode.A; | |
public KeyCode rightRotationInput = KeyCode.D; | |
public float rotationSpeed = 90.0f; | |
private void LateUpdate() | |
{ | |
if (!target) | |
{ | |
if (Application.isPlaying) | |
{ | |
Debug.LogWarning("Target is missing!", this); | |
enabled = false; | |
} | |
return; | |
} | |
// Forward/backward movement. | |
bool moveForward = Input.GetKey(forwardMovementInput); | |
bool moveBackward = Input.GetKey(backwardMovementInput); | |
if(moveForward != moveBackward) | |
{ | |
distanceFromTarget += (moveBackward ? movementSpeed : -movementSpeed) * Time.deltaTime; | |
} | |
// Raise/Lower movement. | |
bool lowerElevation = Input.GetKey(lowerElevationInput); | |
bool raiseElevation = Input.GetKey(raiseElevationInput); | |
if (lowerElevation != raiseElevation) | |
{ | |
elevationFromTarget += (raiseElevation ? movementSpeed : -movementSpeed) * Time.deltaTime; | |
} | |
// Update our position. | |
Vector3 offsetPosition = transform.position - target.position; | |
offsetPosition.y = 0.0f; | |
offsetPosition.Normalize(); | |
transform.position = target.position + offsetPosition * distanceFromTarget + Vector3.up * elevationFromTarget; | |
transform.LookAt(target); | |
// Left/right rotation. | |
bool moveLeft = Input.GetKey(leftRotationInput); | |
bool moveRight = Input.GetKey(rightRotationInput); | |
if(moveLeft != moveRight) | |
{ | |
float rotation = (moveLeft ? rotationSpeed : -rotationSpeed) * Time.deltaTime; | |
transform.RotateAround(target.position, Vector3.up, rotation); | |
} | |
} | |
} |
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