353 lines
11 KiB
C#
353 lines
11 KiB
C#
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using UnityEngine;
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using System;
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//移动端和PC端的绕点摄像机控制器
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public class CameraController : MonoBehaviour
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{
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// 是否允许旋转
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[Header("是否允许旋转轴")] public bool canRotation_X = true;
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public bool canRotation_Y = true;
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[Header("是否开启缩放")] public bool canScale = true;
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#region 字段和属性
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/// <summary>
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/// 旋转中心
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/// </summary>
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[Header("旋转中心物体Transform")] public Transform target;
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/// <summary>
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/// 关于鼠标的设置 Settings of mouse button, pointer and scrollwheel.
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/// </summary>
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[Header("鼠标设置,鼠标id,灵敏度,滚轮强度")] public MouseSettings mouseSettings = new MouseSettings(0, 10, 10);
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/// <summary>
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/// 旋转角度限制
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/// </summary>
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[Header("旋转角限制")] public Range angleRange = new Range(-90, 90);
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/// <summary>
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/// 距离的限制
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/// </summary>
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[Header("缩放距离限制")] public Range distanceRange = new Range(1, 10);
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/// <summary>
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/// Damper for move and rotate.
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/// </summary>
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[Header("移动和旋转的阻力")] [Range(0, 10)] public float damper = 5;
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/// <summary>
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/// 角度,摄像机
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/// </summary>
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public Vector2 CurrentAngles { protected set; get; }
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/// <summary>
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/// 当前距离,从摄像机到物体
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/// </summary>
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public float CurrentDistance { protected set; get; }
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/// <summary>
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/// 摄像机当前角度
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/// </summary>
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protected Vector2 targetAngles;
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/// <summary>
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/// 目标距离,从摄像机到目标,Target distance from camera to target.
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/// </summary>
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protected float targetDistance;
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#endregion
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#region Protected Method
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protected virtual void Start()
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{
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//初始化当前角度目标角度和当前距离目标距离
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CurrentAngles = targetAngles = transform.eulerAngles;
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CurrentDistance = targetDistance = Vector3.Distance(transform.position, target.position);
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}
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protected virtual void LateUpdate()
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{
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if(Application.platform == RuntimePlatform.WindowsPlayer || Application.platform == RuntimePlatform.WindowsEditor)
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AroundByMouseInput();
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else if(Application.platform == RuntimePlatform.Android || Application.platform == RuntimePlatform.IPhonePlayer)
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AroundByMobileInput();
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}
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//记录上一次手机触摸位置判断用户是在左放大还是缩小手势
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private Vector2 oldPosition1;
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private Vector2 oldPosition2;
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//是否是单指
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private bool m_IsSingleFinger;
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/// <summary>
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/// 安卓控制
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/// </summary>
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protected void AroundByMobileInput()
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{
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//如果是单指
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if (Input.touchCount == 1)
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{
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//如果是按下并且拖拽
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if (Input.touches[0].phase == TouchPhase.Moved)
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{
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//改变角度
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targetAngles.y += Input.GetAxis("Mouse X") * mouseSettings.pointerSensitivity;
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targetAngles.x -= Input.GetAxis("Mouse Y") * mouseSettings.pointerSensitivity;
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//限定x角度 Range.
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targetAngles.x = Mathf.Clamp(targetAngles.x, angleRange.min, angleRange.max);
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}
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//是单指 Mouse pointer.
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m_IsSingleFinger = true;
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}
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//缩放 Mouse scrollwheel.
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if (canScale)
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{
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//是否两指
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if (Input.touchCount > 1)
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{
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//计算出当前两点触摸点的位置
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if (m_IsSingleFinger)
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{
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oldPosition1 = Input.GetTouch(0).position;
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oldPosition2 = Input.GetTouch(1).position;
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}
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//如果双指都在移动
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if (Input.touches[0].phase == TouchPhase.Moved && Input.touches[1].phase == TouchPhase.Moved)
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{
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//暂存移动后的手指位置
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var tempPosition1 = Input.GetTouch(0).position;
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var tempPosition2 = Input.GetTouch(1).position;
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//当前双指距离
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float currentTouchDistance = Vector3.Distance(tempPosition1, tempPosition2);
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//上次双指距离
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float lastTouchDistance = Vector3.Distance(oldPosition1, oldPosition2);
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//计算上次和这次双指触摸之间的距离差距
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//然后去更改摄像机的距离
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targetDistance -= (currentTouchDistance - lastTouchDistance) * Time.deltaTime *
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mouseSettings.wheelSensitivity;
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//备份上一次触摸点的位置,用于对比
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oldPosition1 = tempPosition1;
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oldPosition2 = tempPosition2;
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//不是单指
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m_IsSingleFinger = false;
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}
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}
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}
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//把距离限制住在min和max之间
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targetDistance = Mathf.Clamp(targetDistance, distanceRange.min, distanceRange.max);
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//差值运算 Lerp.
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CurrentAngles = Vector2.Lerp(CurrentAngles, targetAngles, damper * Time.deltaTime);
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CurrentDistance = Mathf.Lerp(CurrentDistance, targetDistance, damper * Time.deltaTime);
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//如果限定了摄像机的话,角度不变
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if (!canRotation_X) targetAngles.y = 0;
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if (!canRotation_Y) targetAngles.x = 0;
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//更新旋转
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transform.rotation = Quaternion.Euler(CurrentAngles);
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//更新位置
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transform.position = target.position - transform.forward * CurrentDistance;
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// transform.position = target.position - Vector3.forward * CurrentDistance;
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}
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/// <summary>
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/// Camera around target by mouse input.
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/// </summary>
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protected void AroundByMouseInput()
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{
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if (Input.GetMouseButton(mouseSettings.mouseButtonID))
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{
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//Mouse pointer.
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targetAngles.y += Input.GetAxis("Mouse X") * mouseSettings.pointerSensitivity;
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targetAngles.x -= Input.GetAxis("Mouse Y") * mouseSettings.pointerSensitivity;
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//Range.
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targetAngles.x = Mathf.Clamp(targetAngles.x, angleRange.min, angleRange.max);
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}
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//Mouse scrollwheel.
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if (canScale)
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{
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targetDistance -= Input.GetAxis("Mouse ScrollWheel") * mouseSettings.wheelSensitivity;
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}
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// m_debugTip.text = Input.GetAxis("Mouse ScrollWheel").ToString() + " + " + targetDistance.ToString();
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targetDistance = Mathf.Clamp(targetDistance, distanceRange.min, distanceRange.max);
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//Lerp.
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CurrentAngles = Vector2.Lerp(CurrentAngles, targetAngles, damper * Time.deltaTime);
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CurrentDistance = Mathf.Lerp(CurrentDistance, targetDistance, damper * Time.deltaTime);
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if (!canRotation_X) targetAngles.y = 0;
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if (!canRotation_Y) targetAngles.x = 0;
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//Update transform position and rotation.
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transform.rotation = Quaternion.Euler(CurrentAngles);
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transform.position = target.position - transform.forward * CurrentDistance;
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// transform.position = target.position - Vector3.forward * CurrentDistance;
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}
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#endregion
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}
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[Serializable]
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public struct MouseSettings
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{
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/// <summary>
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/// ID of mouse button.
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/// </summary>
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public int mouseButtonID;
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/// <summary>
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/// Sensitivity of mouse pointer.
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/// </summary>
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public float pointerSensitivity;
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/// <summary>
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/// Sensitivity of mouse ScrollWheel.
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/// </summary>
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public float wheelSensitivity;
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="mouseButtonID">ID of mouse button.</param>
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/// <param name="pointerSensitivity">Sensitivity of mouse pointer.</param>
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/// <param name="wheelSensitivity">Sensitivity of mouse ScrollWheel.</param>
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public MouseSettings(int mouseButtonID, float pointerSensitivity, float wheelSensitivity)
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{
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this.mouseButtonID = mouseButtonID;
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this.pointerSensitivity = pointerSensitivity;
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this.wheelSensitivity = wheelSensitivity;
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}
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}
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/// <summary>
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/// Range form min to max.
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/// </summary>
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[Serializable]
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public struct Range
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{
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/// <summary>
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/// Min value of range.
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/// </summary>
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public float min;
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/// <summary>
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/// Max value of range.
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/// </summary>
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public float max;
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="min">Min value of range.</param>
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/// <param name="max">Max value of range.</param>
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public Range(float min, float max)
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{
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this.min = min;
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this.max = max;
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}
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}
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/// <summary>
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/// Rectangle area on plane.
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/// </summary>
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[Serializable]
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public struct PlaneArea
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{
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/// <summary>
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/// Center of area.
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/// </summary>
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public Transform center;
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/// <summary>
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/// Width of area.
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/// </summary>
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public float width;
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/// <summary>
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/// Length of area.
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/// </summary>
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public float length;
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="center">Center of area.</param>
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/// <param name="width">Width of area.</param>
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/// <param name="length">Length of area.</param>
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public PlaneArea(Transform center, float width, float length)
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{
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this.center = center;
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this.width = width;
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this.length = length;
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}
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}
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/// <summary>
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/// Target of camera align.
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/// </summary>
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[Serializable]
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public struct AlignTarget
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{
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/// <summary>
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/// Center of align target.
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/// </summary>
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public Transform center;
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/// <summary>
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/// Angles of align.
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/// </summary>
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public Vector2 angles;
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/// <summary>
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/// Distance from camera to target center.
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/// </summary>
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public float distance;
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/// <summary>
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/// Range limit of angle.
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/// </summary>
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public Range angleRange;
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/// <summary>
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/// Range limit of distance.
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/// </summary>
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public Range distanceRange;
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="center">Center of align target.</param>
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/// <param name="angles">Angles of align.</param>
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/// <param name="distance">Distance from camera to target center.</param>
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/// <param name="angleRange">Range limit of angle.</param>
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/// <param name="distanceRange">Range limit of distance.</param>
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public AlignTarget(Transform center, Vector2 angles, float distance, Range angleRange, Range distanceRange)
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{
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this.center = center;
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this.angles = angles;
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this.distance = distance;
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this.angleRange = angleRange;
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this.distanceRange = distanceRange;
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}
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}
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