Ejemplo n.º 1
0
    // Update is called once per frame
    void Update()
    {
        if (!skinnedGui.isOverRenderCam())
        {
            return;
        }


        if (Input.GetMouseButton(2))
        {
            if (!Input.GetKey(KeyCode.LeftControl))
            {
                transform.RotateAround(guy.transform.position, new Vector3(0, 1, 0), -(prevX - Input.mousePosition.x) * dragSpeed);
            }
            else
            {
                transform.RotateAround(focus.transform.position, new Vector3(1, 0, 0), -(prevY - Input.mousePosition.y) * dragSpeed);
                //   transform.RotateAround(guy.transform.position, new Vector3(1, 1, 0), -(prevY - Input.mousePosition.y) * dragSpeed);
                //transform.RotateAround(guy.transform.position, new Vector3(1, 1, 0), -(prevY - Input.mousePosition.y) * dragSpeed);
            }
        }

        prevX = Input.mousePosition.x;
        prevY = Input.mousePosition.y;
    }
Ejemplo n.º 2
0
    // Update is called once per frame
    void Update()
    {
        if (!skinnedGui.isOverRenderCam())
        {
            return;
        }


        if (Input.GetAxis("Mouse ScrollWheel") > 0) // forward
        {
            Vector3 diff = guy.transform.position - mainCam.transform.position;

            mainCam.transform.Translate(diff * zoomSpeed);
            //    mainCam.transform.LookAt(guy.transform.position);
        }


        if (Input.GetAxis("Mouse ScrollWheel") < 0) // forward
        {
            Vector3 diff = guy.transform.position - mainCam.transform.position;

            mainCam.transform.Translate(-diff * zoomSpeed);
            //   mainCam.transform.LookAt(guy.transform.position);
        }
    }
Ejemplo n.º 3
0
    // Update is called once per frame
    void Update()
    {
        if (!skinnedGui.isOverRenderCam())
        {
            return;
        }


        if (Input.GetMouseButton(1))
        {
            // transform.RotateAround(guy.transform.position, new Vector3(0, 1, 0), -(prevX - Input.mousePosition.x) * dragSpeed);

            float xDrag = -(prev.x - Input.mousePosition.x) * dragSpeed;
            float yDrag = -(prev.y - Input.mousePosition.y) * dragSpeed;

            Vector3 right = new Vector3(1, 0, 0);
            Vector3 up    = new Vector3(0, 1, 0);

            transform.Translate(right * xDrag);
            transform.Translate(up * yDrag);
        }

        prev = Input.mousePosition;
    }