using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraRot : MonoBehaviour
{
public Transform target;
public float x_Speed = 100;
public float y_Speed = 100;
public float mmSpeed = 10;
public float xMinLimit = 5;
public float xMaxLimit = 80;
public float distance = 5;
public float minDistance = 2;
public float maxDistance = 30;
public bool isNeedDamping = true;
public float damping = 8f;
public float x_OriginAngle = 30f;
public float y_OriginAngle = 0f;
void LateUpdate()
{
if (target)
{
if (Input.GetMouseButton(0))
{
y_OriginAngle += Input.GetAxis("Mouse X") * x_Speed * Time.deltaTime;
x_OriginAngle -= Input.GetAxis("Mouse Y") * y_Speed * Time.deltaTime;
x_OriginAngle = ClampAngle(x_OriginAngle, xMinLimit, xMaxLimit);
}
distance -= Input.GetAxis("Mouse ScrollWheel") * mmSpeed;
distance = Mathf.Clamp(distance, minDistance, maxDistance);
Quaternion rotation = Quaternion.Euler(x_OriginAngle, y_OriginAngle, 0.0f);
Vector3 disVector = new Vector3(0.0f, 0.0f, -distance);
Vector3 position = rotation * disVector + target.position;
if (isNeedDamping)
{
transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * damping);
transform.position = Vector3.Lerp(transform.position, position, Time.deltaTime * damping);
}
else
{
transform.rotation = rotation;
transform.position = position;
}
}
}
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);
}
}