Forest_Client/Forest/Assets/Scripts/Gameplay/CameraController.cs

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2024-06-12 15:01:54 +08:00
using UnityEngine;
using UnityEngine.InputSystem;
public class CameraController : MonoBehaviour
{
#if UNITY_EDITOR
public float rayLength = 15f;
private RaycastHit hitInfo;
private Vector3 hitPoint;
private Ray ray;
void Update()
{
Vector2 mousePosition = Mouse.current.position.ReadValue();
ray = Camera.main.ScreenPointToRay(new Vector3(mousePosition.x, mousePosition.y,
Camera.main.transform.position.z));
hitPoint = ray.origin + ray.direction * rayLength;
UnityEditor.SceneView.RepaintAll();
}
void OnDrawGizmos()
{
Gizmos.color = Color.green;
Gizmos.DrawLine(ray.origin, hitPoint);
float halfSize = 0.2f;
Gizmos.color = Color.red;
Gizmos.DrawWireCube(hitPoint, new Vector3(halfSize * 2, halfSize * 2, halfSize * 2));
}
#endif
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private Camera _camera;
private void Awake()
{
_camera = transform.GetComponent<Camera>();
var size = _camera.orthographicSize;
_camera.orthographicSize = size * GlobalConstants.DesignResolutionWidth /
GlobalConstants.DesignResolutionHeight * Screen.height / Screen.width;
}
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}