修复MGS-Camera插件源代码 无法拖动、旋转、缩放、修改位置、锁死

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修复MGS-Camera插件源代码 无法拖动、旋转、缩放、修改位置、锁死

下载链接:https://download.csdn.net/download/qq_29924789/16589782

TestMGS_AroundAlignCamera.cs

/*
 * 功能作用:TestMGS_AroundAlignCamera
 * 编写作者:bilibili 贪婪龙 QQ513378627
 * 编写时间:2021年4月8日
 */

using MGS.UCamera;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TestMGS_AroundAlignCamera : AroundAlignCamera
{
    /// <summary>
    /// 初始拖动位置
    /// </summary>
    [ContextMenu("InitPosition")]
    public void InitPosition()
    {
        currentDirection = init_currentDirection;
    }

    /// <summary>
    /// 设置拖动位置
    /// </summary>
    [ContextMenu("SetPosition")]
    public void SetPosition(Vector3 v3)
    {
        currentDirection = v3;
    }

    /// <summary>
    /// 初始旋转角度
    /// </summary>
    [ContextMenu("InitRotation")]
    public void InitRotation()
    {
        targetAngles = init_targetAngles;
    }

    /// <summary>
    /// 设置旋转角度
    /// </summary>
    [ContextMenu("SetRotation")]
    public void SetRotation(Vector3 v2)
    {
        targetAngles = v2;
    }

    [Header("现在拖动位置")]
    public Vector3 n_currentDirection;
    [Header("现在旋转角度")]
    public Vector2 n_targetAngles;

    [Header("默认拖动位置")]
    public Vector3 init_currentDirection;
    [Header("默认旋转角度")]
    public Vector2 init_targetAngles;

    public bool is_bug = true;

    public float n_directionOffset;
    public float n_directionSpeed;
    public float n_distanceOffset;
    public float n_distanceSpeed;

    public bool is_linearAdsorbent;
    public bool is_IsAligning;

    private void Start()
    {
        init_currentDirection = currentDirection;
        init_targetAngles = targetAngles;
    }

    private void Update()
    {
        n_currentDirection = currentDirection;
        n_targetAngles = targetAngles;

        if (is_bug)
        {
            n_directionOffset = directionOffset = Mathf.Clamp(directionOffset, 0.1f, 99999999);
            n_directionSpeed = directionSpeed = Mathf.Clamp(directionSpeed, 0.1f, 99999999);
            n_distanceOffset = distanceOffset = Mathf.Clamp(distanceOffset, 0.1f, 99999999);
            n_distanceSpeed = distanceSpeed = Mathf.Clamp(distanceSpeed, 0.1f, 99999999);

            is_linearAdsorbent = linearAdsorbent = true;
            is_IsAligning = IsAligning = false;
        }
        else
        {
            n_directionOffset = directionOffset;
            n_directionSpeed = directionSpeed;
            n_distanceOffset = distanceOffset;
            n_distanceSpeed = distanceSpeed;

            is_linearAdsorbent = linearAdsorbent;
            is_IsAligning = IsAligning;
        }
    }
}

TestMGS_MouseTranslate.cs

/*
 * 功能作用:TestMGS_MouseTranslate
 * 编写作者:bilibili 贪婪龙 QQ513378627
 * 编写时间:2021年4月8日
 */

using MGS.UCamera;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TestMGS_MouseTranslate : MouseTranslate
{
    /// <summary>
    /// 初始拖动位置
    /// </summary>
    [ContextMenu("InitPosition")]
    public void InitPosition()
    {
        targetOffset = init_targetOffset;
    }

    /// <summary>
    /// 设置拖动位置
    /// </summary>
    [ContextMenu("SetPosition")]
    public void SetPosition(Vector3 v3)
    {
        targetOffset = v3;
    }

    [Header("现在拖动位置")]
    public Vector3 n_targetOffset;

    [Header("默认拖动位置")]
    public Vector3 init_targetOffset;

    [ContextMenu("Reset_New")]
    public void Reset_New()
    {
        areaSettings.width = 0;
        areaSettings.length = 0;
        areaSettings.center = this.transform.parent.Find("Center");
        targetCamera = Camera.main.transform;
    }

    private void Start()
    {
        init_targetOffset = targetOffset;
    }

    protected override void Update()
    {
        base.Update();
        n_targetOffset = targetOffset;
    }
}

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