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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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// modyified from https://blog.csdn.net/q764424567/article/details/90238382 2023.03.13
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public class MouseControlModel : MonoBehaviour
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{
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public int yMinLimit = -20;
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public int yMaxLimit = 80;
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public float xSpeed = 250.0f;
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public float ySpeed = 120.0f;
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private float x = 0.0f;
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private float y = 0.0f;
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Vector3 previousPos;
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bool isMouseDown = false;
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void Update()
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{
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if (Input.GetMouseButton(0))
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{
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Vector3 pos = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 30));
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if (!isMouseDown)
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{
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isMouseDown = true;
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}
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else
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{
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transform.position += (pos - previousPos);
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}
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previousPos = pos;
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}
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else if (Input.GetMouseButton(1))
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{
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x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
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y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
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y = ClampAngle(y, yMinLimit, yMaxLimit);
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Quaternion rotation = Quaternion.Euler(y, x, 0);
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transform.rotation = rotation;
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}
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else if (Input.GetAxis("Mouse ScrollWheel") != 0)
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{
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if (Input.GetAxis("Mouse ScrollWheel") < 0)
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{
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if (Camera.main.fieldOfView <= 100)
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Camera.main.fieldOfView += 2;
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if (Camera.main.orthographicSize <= 20)
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Camera.main.orthographicSize += 0.5F;
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}
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if (Input.GetAxis("Mouse ScrollWheel") > 0)
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{
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if (Camera.main.fieldOfView > 2)
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Camera.main.fieldOfView -= 2;
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if (Camera.main.orthographicSize >= 1)
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Camera.main.orthographicSize -= 0.5F;
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}
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}
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else
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{
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isMouseDown = false;
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}
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}
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static float ClampAngle(float angle, float min, float max)
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{
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if (angle < -360)
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angle += 360;
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if (angle > 360)
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angle -= 360;
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return Mathf.Clamp(angle, min, max);
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}
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}
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