using UnityEngine;
using System.Collections;
public class Test_4 : MonoBehaviour {
public Transform target;
public float rotationX = 0f;
public float rotationY = 0f;
public float sensitivityX = 5f;
public float sensitivityY = 5f;
public float minimumX = -360f;
public float maximumX = 360f;
public float minimumY = -20f;
public float maximumY =80f;
public float distance = -3.0f;
public Quaternion originalRotation;
public Vector2 angles;
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
// Use this for initialization
void Start () {
distance = -3f;
originalRotation = target.transform.localRotation;
angles = transform.eulerAngles;
}
// Update is called once per frame
void Update ()
{
if(Input.GetMouseButton(1))
{
if (axes == RotationAxes.MouseXAndY)
{
// Read the mouse input axis
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationX = ClampAngle (rotationX, minimumX, maximumX);
rotationY = ClampAngle (rotationY, minimumY, maximumY);
Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
transform.localRotation = originalRotation * xQuaternion * yQuaternion;
}
else if (axes == RotationAxes.MouseX)
{
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotationX = ClampAngle (rotationX, minimumX, maximumX);
Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
transform.localRotation = originalRotation * xQuaternion;
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = ClampAngle (rotationY, minimumY, maximumY);
Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
transform.localRotation = originalRotation * yQuaternion;
}
}
}
public static float ClampAngle(float angle,float min,float max)
{
if (angle < -360f) {
angle+=360f;
}
if (angle > 360f) {
angle -=360f;
}
return Mathf.Clamp (angle, min, max);
}
}
using System.Collections;
public class Test_4 : MonoBehaviour {
public Transform target;
public float rotationX = 0f;
public float rotationY = 0f;
public float sensitivityX = 5f;
public float sensitivityY = 5f;
public float minimumX = -360f;
public float maximumX = 360f;
public float minimumY = -20f;
public float maximumY =80f;
public float distance = -3.0f;
public Quaternion originalRotation;
public Vector2 angles;
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
// Use this for initialization
void Start () {
distance = -3f;
originalRotation = target.transform.localRotation;
angles = transform.eulerAngles;
}
// Update is called once per frame
void Update ()
{
if(Input.GetMouseButton(1))
{
if (axes == RotationAxes.MouseXAndY)
{
// Read the mouse input axis
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationX = ClampAngle (rotationX, minimumX, maximumX);
rotationY = ClampAngle (rotationY, minimumY, maximumY);
Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
transform.localRotation = originalRotation * xQuaternion * yQuaternion;
}
else if (axes == RotationAxes.MouseX)
{
rotationX += Input.GetAxis("Mouse X") * sensitivityX;
rotationX = ClampAngle (rotationX, minimumX, maximumX);
Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
transform.localRotation = originalRotation * xQuaternion;
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = ClampAngle (rotationY, minimumY, maximumY);
Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
transform.localRotation = originalRotation * yQuaternion;
}
}
}
public static float ClampAngle(float angle,float min,float max)
{
if (angle < -360f) {
angle+=360f;
}
if (angle > 360f) {
angle -=360f;
}
return Mathf.Clamp (angle, min, max);
}
}