// Use this for initialization void Start() { _EnemyUnit = enemyUnit; _AlliedUnit = alliedUnit; _BaseTower = baseTower; _CamSettings = camSettings; }
// Update is called once per frame void Update() { me = GameManager._CamSettings; forward = Input.GetKey(KeyCode.W); backward = Input.GetKey(KeyCode.S); left = Input.GetKey(KeyCode.A); right = Input.GetKey(KeyCode.D); float scroll = Input.GetAxis("Mouse ScrollWheel"); if (forward) { this.transform.position = transform.position + (Vector3.up * Time.deltaTime * me.moveSpeed); } if (backward) { this.transform.position = transform.position + (Vector3.down * Time.deltaTime * me.moveSpeed); } if (left) { this.transform.position = transform.position + (Vector3.left * Time.deltaTime * me.moveSpeed); } if (right) { this.transform.position = transform.position + (Vector3.right * Time.deltaTime * me.moveSpeed); } float curX = Mathf.Clamp(transform.position.x, -me.xBoundry, me.xBoundry); float curY = Mathf.Clamp(transform.position.y, -me.yBoundry, me.yBoundry); transform.position = new Vector3(curX, curY, transform.position.z); float newSize = Camera.main.orthographicSize + (-scroll * me.zoomSpeed); newSize = Mathf.Clamp(newSize, me.lowZoomY, me.highZoomY); Camera.main.orthographicSize = newSize; /* * if (Input.GetMouseButtonDown(0)) * { * if () * { * * } * } */ }