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userData: diff --git a/Assets/GE Common Assets/GE Orbit Camera/Scripts/GE_OrbitCamera.cs b/Assets/GE Common Assets/GE Orbit Camera/Scripts/GE_OrbitCamera.cs deleted file mode 100644 index a5918dc..0000000 --- a/Assets/GE Common Assets/GE Orbit Camera/Scripts/GE_OrbitCamera.cs +++ /dev/null @@ -1,423 +0,0 @@ -// GE Common Assets 1.0 -// Free asssets for using in many packages of Gold Experience Team. -// -// Developer: Gold Experience Team (https://www.assetstore.unity3d.com/en/#!/search/page=1/sortby=popularity/query=publisher:4162) - -// Support: geteamdev@gmail.com -// -// Please direct any bugs/comments/suggestions to geteamdev@gmail.com. - - -#region Namespaces - -using UnityEngine; -using UnityEngine.UI; -using System.Collections; - -#endregion // Namespaces - -// ###################################################################### -// GE_OrbitCamera class -// Handles mouse and touch inputs for orbiting the camera around the target object. -// ###################################################################### - -public class GE_OrbitCamera : MonoBehaviour -{ - - // ######################################## - // Variables - // ######################################## - - #region Variables - - public Transform m_Target; - - // Distance - private float m_Distance = 10.0f; - public float m_MinDistance = 5.0f; - public float m_MaxDistance = 25.0f; - - // Orbit speed - public float m_XSpeed = 250.0f; - public float m_YSpeed = 120.0f; - - // Zoom speed - public float m_ZoomSpeed = 5.0f; - - // Orbit inversion - public bool m_XInvert = false; - public bool m_YInvert = false; - - // Zoom inversion - public bool m_ZoomInvert = false; - - // y angle limit - public float m_YMinLimit = -20f; - public float m_YMaxLimit = 70f; - - // Angles - private float m_X = 0.0f; - private float m_Y = 0.0f; - - // Orbit Sensitivity - private float m_OrbitSpeedDelayTime = 0.0f; - public float m_OrbitSpeedMultiplier = 2.0f; - - // Two fingers touch zoom - private Vector2 m_CurrTouch1 = Vector2.zero; - private Vector2 m_LastTouch1 = Vector2.zero; - private Vector2 m_CurrTouch2 = Vector2.zero; - private Vector2 m_LastTouch2 = Vector2.zero; - private float m_CurrDist = 0.0f; - private float m_LastDist = 0.0f; - public enum ZoomMethod - { - PinchZoom = 1, - SlideZoom = 2 - } - public ZoomMethod m_ZoomMethod = ZoomMethod.PinchZoom; - - #endregion // Variables - - // ######################################## - // MonoBehaviour Functions - // http://docs.unity3d.com/ScriptReference/MonoBehaviour.html - // ######################################## - - #region MonoBehaviour - - // Start is called on the frame when a script is enabled just before any of the Update methods is called the first time. - // http://docs.unity3d.com/ScriptReference/MonoBehaviour.Start.html - void Start() - { - this.gameObject.transform.LookAt(m_Target); - var angles = transform.eulerAngles; - m_X = angles.y; - m_Y = angles.x; - - // Check Min and Max distance. - if (m_MaxDistance < m_MinDistance) - m_MaxDistance = m_MinDistance + 1; - if (m_MinDistance > m_MaxDistance) - m_MinDistance = m_MaxDistance + 1; - - // Set start position according to distance - bool ShouldUpdateZoom = false; - m_Distance = Vector3.Distance(this.transform.position, m_Target.transform.position); - - if (m_Distance < m_MinDistance) - { - m_Distance = m_MinDistance; - ShouldUpdateZoom = true; - } - else if (m_Distance > m_MaxDistance) - { - m_Distance = m_MaxDistance; - ShouldUpdateZoom = true; - } - if (ShouldUpdateZoom == true) - { - UpdatePosition(); - } - - // Make the rigid body not change rotation - if (GetComponent()) - GetComponent().freezeRotation = true; - - } - - // Update is called every frame, if the MonoBehaviour is enabled. - // http://docs.unity3d.com/ScriptReference/MonoBehaviour.Update.html - void Update() - { - if (m_Target) - { - bool ShouldUpdateZoom = false; - bool ShouldUpdateOrbit = false; - - //////////////////////////////////////////////// - // ZOOM - //////////////////////////////////////////////// - - // Touch or mouse flag for zoom - bool ZoomedbyTouch = false; - - if (Input.touchCount == 2) - { - // Use two fingers to pinch zoom - if (m_ZoomMethod == ZoomMethod.PinchZoom) - { - if (Input.touchCount == 2) - { - ZoomedbyTouch = true; - ShouldUpdateZoom = true; - - for (int i = 0; i < Input.touchCount; i++) - { - Touch touch = Input.GetTouch(i); - // Touch moved - if (touch.phase == TouchPhase.Moved || touch.phase == TouchPhase.Stationary) - { - if (i == 0) - { - m_CurrTouch1 = touch.position; - m_LastTouch1 = m_CurrTouch1 - touch.deltaPosition; - } - else - { - m_CurrTouch2 = touch.position; - m_LastTouch2 = m_CurrTouch2 - touch.deltaPosition; - } - } - } - - m_CurrDist = Vector2.Distance(m_CurrTouch1, m_CurrTouch2); - m_LastDist = Vector2.Distance(m_LastTouch1, m_LastTouch2); - - // Calculate the zoom magnitude - float delta = m_LastDist - m_CurrDist; - - // Invert zoom - if (m_ZoomInvert == true) - delta *= -1; - - m_Distance += delta * m_ZoomSpeed * 0.01f; - if (m_Distance < m_MinDistance) - { - m_Distance = m_MinDistance; - } - else if (m_Distance > m_MaxDistance) - { - m_Distance = m_MaxDistance; - } - } - // reset touch - else if (Input.touchCount < 2) - { - m_CurrDist = 0.0f; - m_LastDist = 0.0f; - } - } - // Use two fingers slide up/down to zoom - else if (m_ZoomMethod == ZoomMethod.SlideZoom) - { - if (Input.touchCount == 2) - { - ZoomedbyTouch = true; - ShouldUpdateZoom = true; - - for (int i = 0; i < Input.touchCount; i++) - { - Touch touch = Input.GetTouch(i); - // Touch moved - if (touch.phase == TouchPhase.Moved || touch.phase == TouchPhase.Stationary) - { - if (i == 0) - { - m_CurrTouch1 = touch.position; - m_LastTouch1 = m_CurrTouch1 - touch.deltaPosition; - } - else - { - m_CurrTouch2 = touch.position; - m_LastTouch2 = m_CurrTouch2 - touch.deltaPosition; - } - } - } - - // Calculate the zoom magnitude - float PinchZoomFactor = Vector2.Distance(m_LastTouch1, m_LastTouch2) - Vector2.Distance(m_CurrTouch1, m_CurrTouch2); - - if (PinchZoomFactor > -2.0f && PinchZoomFactor < 2.0f) - { - ZoomedbyTouch = true; - ShouldUpdateZoom = true; - - m_CurrDist = (m_CurrTouch1.y + m_CurrTouch2.y) / 2.0f; - m_LastDist = (m_LastTouch1.y + m_LastTouch2.y) / 2.0f; - - //Calculate the zoom magnitude - float delta = m_LastDist - m_CurrDist; - - // Invert zoom - if (m_ZoomInvert == true) - delta *= -1; - - m_Distance += delta * m_ZoomSpeed * 0.01f; - - if (m_Distance < m_MinDistance) - { - m_Distance = m_MinDistance; - } - else if (m_Distance > m_MaxDistance) - { - m_Distance = m_MaxDistance; - } - } - - } - // reset touch - else if (Input.touchCount < 2) - { - m_CurrDist = 0.0f; - m_LastDist = 0.0f; - } - } - } - - float deadZone = 0.01f; - // Zoom by mouse - if (ZoomedbyTouch == false) - { - if (Input.GetAxis("Mouse ScrollWheel") < -deadZone || Input.GetAxis("Mouse ScrollWheel") > deadZone) - { - ShouldUpdateZoom = true; - - float delta = Input.GetAxis("Mouse ScrollWheel"); - - // Invert zoom - if (m_ZoomInvert == true) - delta *= -1; - - m_Distance -= delta * m_ZoomSpeed; - if (m_Distance < m_MinDistance) - { - m_Distance = m_MinDistance; - } - else if (m_Distance > m_MaxDistance) - { - m_Distance = m_MaxDistance; - } - } - } - - //////////////////////////////////////////////// - // ORBIT - //////////////////////////////////////////////// - - // Touch or mouse flag for orbit - bool OrbitByTouch = false; - - // Orbit by touch - if (Input.touchCount == 1) - { - OrbitByTouch = true; - - // Get touch - Touch touch = Input.GetTouch(0); - - // Touch began - if (touch.phase == TouchPhase.Began) - { - m_OrbitSpeedDelayTime = 0.0f; - } - // Touch ended or canceld - else if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled) - { - m_OrbitSpeedDelayTime = 0.0f; - } - // Touch moved - else if (touch.phase == TouchPhase.Moved) - { - ShouldUpdateOrbit = true; - - float TouchDeltaX = touch.deltaPosition.x; - float TouchDeltaY = touch.deltaPosition.y; - - // Invert X and Y axis - if (m_XInvert) - TouchDeltaX *= -1; - if (m_YInvert) - TouchDeltaY *= -1; - - m_X += touch.deltaPosition.x * m_XSpeed * 0.005f * m_OrbitSpeedDelayTime; - m_Y -= touch.deltaPosition.y * m_YSpeed * 0.005f * m_OrbitSpeedDelayTime; - } - } - - // Orbit by mouse - if (OrbitByTouch == false) - { - // Reset orbit speed when left mouse down - if (Input.GetMouseButtonDown(0)) - { - m_OrbitSpeedDelayTime = 0.0f; - } - else if (Input.GetMouseButtonUp(0)) - { - m_OrbitSpeedDelayTime = 0.0f; - } - if (Input.GetMouseButton(0)) - { - ShouldUpdateOrbit = true; - - float MouseAxisX = Input.GetAxis("Mouse X"); - float MouseAxisY = Input.GetAxis("Mouse Y"); - - // Invert X and Y axis - if (m_XInvert) - MouseAxisX *= -1; - if (m_YInvert) - MouseAxisY *= -1; - - m_X += MouseAxisX * m_XSpeed * 0.02f * m_OrbitSpeedDelayTime; - m_Y -= MouseAxisY * m_YSpeed * 0.02f * m_OrbitSpeedDelayTime; - - } - } - - //////////////////////////////////////////////// - // UPDATE POSITON - //////////////////////////////////////////////// - - if (ShouldUpdateZoom || ShouldUpdateOrbit) - { - UpdatePosition(); - } - } - } - - #endregion // MonoBehaviour - - // ######################################## - // Utilities functions - // ######################################## - - #region Utilities - - // Update camera position - void UpdatePosition() - { - m_OrbitSpeedDelayTime += Time.deltaTime * m_OrbitSpeedMultiplier; - if (m_OrbitSpeedDelayTime > 1.0f) - m_OrbitSpeedDelayTime = 1.0f; - - m_Y = ClampAngle(m_Y, m_YMinLimit, m_YMaxLimit); - - Quaternion rotation = Quaternion.Euler(m_Y, m_X, 0); - - Vector3 direction = new Vector3(0.0f, 0.0f, -m_Distance); - Vector3 position = (rotation * direction) + m_Target.position; - - transform.rotation = rotation; - transform.position = position; - } - - // Clamp angle around 0 to 360 degree - static float ClampAngle(float angle, float min, float max) - { - if (angle < -360) - angle += 360; - if (angle > 360) - angle -= 360; - return Mathf.Clamp(angle, min, max); - } - - // Set zooming method - public void SetZoomMethod(ZoomMethod zoomMethod) - { - m_ZoomMethod = zoomMethod; - } - - #endregion Utilities -} diff --git a/Assets/GE Common Assets/GE Orbit Camera/Scripts/GE_OrbitCamera.cs.meta b/Assets/GE Common Assets/GE Orbit Camera/Scripts/GE_OrbitCamera.cs.meta deleted file mode 100644 index 4bb625d..0000000 --- a/Assets/GE Common Assets/GE Orbit Camera/Scripts/GE_OrbitCamera.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 842ef2d2abed55b439fe5ec123c5c209 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/GE Common Assets/GE Orbit Camera/Scripts/GE_OrbitCameraUI.cs b/Assets/GE Common Assets/GE Orbit Camera/Scripts/GE_OrbitCameraUI.cs deleted file mode 100644 index 4249096..0000000 --- a/Assets/GE Common Assets/GE Orbit Camera/Scripts/GE_OrbitCameraUI.cs +++ /dev/null @@ -1,293 +0,0 @@ -// GE Common Assets 1.0 -// Free asssets for using in many packages of Gold Experience Team. -// -// Developer: Gold Experience Team (https://www.assetstore.unity3d.com/en/#!/search/page=1/sortby=popularity/query=publisher:4162) - -// Support: geteamdev@gmail.com -// -// Please direct any bugs/comments/suggestions to geteamdev@gmail.com. - -#region Namespaces - -using UnityEngine; -using System.Collections; -using UnityEngine.UI; - -#endregion // Namespaces - -// ###################################################################### -// GE_OrbitCamera class -// Handles mouse and touch inputs for orbiting the camera around the target object. -// ###################################################################### - -public class GE_OrbitCameraUI : MonoBehaviour -{ - - // ######################################## - // Variables - // ######################################## - - #region Variables - - // Unity UI elements - Toggle m_ToggleYaw = null; - Toggle m_TogglePitch = null; - Toggle m_ToggleZoom = null; - Toggle m_ToggleHelp = null; - Toggle m_ToggleDetails = null; - Button m_PinchZoom = null; - Button m_VScrollZoom = null; - - GUIAnimFREE m_PanelSettings = null; - GUIAnimFREE m_ButtonSettings = null; - - GUIAnimFREE m_PanelHelp1 = null; - GUIAnimFREE m_PanelHelp2 = null; - GUIAnimFREE m_PanelDetails = null; - - GE_OrbitCamera m_GE_OrbitCamera = null; - - #endregion // Variables - - // ######################################## - // MonoBehaviour Functions - // http://docs.unity3d.com/ScriptReference/MonoBehaviour.html - // ######################################## - - #region MonoBehaviour - - // Start is called on the frame when a script is enabled just before any of the Update methods is called the first time. - // http://docs.unity3d.com/ScriptReference/MonoBehaviour.Start.html - void Start() - { - - // Set GUIAnimSystemFREE.Instance.m_AutoAnimation to false, - // this will let you control all GUI Animator elements in the scene via scripts. - if (enabled) - { - GUIAnimSystemFREE.Instance.m_GUISpeed = 1.0f; - GUIAnimSystemFREE.Instance.m_AutoAnimation = false; - } - - m_GE_OrbitCamera = GameObject.FindObjectOfType(); - - // Find Unity UI elements - GameObject go = GameObject.Find("Toggle Invert X"); - if (go != null) - m_ToggleYaw = go.GetComponent(); - go = GameObject.Find("Toggle Invert Y"); - if (go != null) - m_TogglePitch = go.GetComponent(); - go = GameObject.Find("Toggle Invert Zoom"); - if (go != null) - m_ToggleZoom = go.GetComponent(); - go = GameObject.Find("Toggle Help"); - if (go != null) - m_ToggleHelp = go.GetComponent(); - go = GameObject.Find("Toggle Details"); - if (go != null) - m_ToggleDetails = go.GetComponent(); - go = GameObject.Find("Button Pinch Zoom"); - if (go != null) - m_PinchZoom = go.GetComponent