This commit is contained in:
Lucas 2024-10-16 21:03:12 +02:00
parent b4c6a49262
commit da75838983
38581 changed files with 2706714 additions and 2 deletions

4
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using UnityEngine;
public class CameraController : MonoBehaviour
{
public float rotationSpeed = 100f; // Speed of the rotation
public float mouseRotationSpeed = 1000f;
public float returnSpeed = 50f; // Speed at which the model returns to default rotation
public float returnDelay = 5f; // Time before the model starts returning to default rotation
private float lastInputTime = 0f; // Time of the last user input
public float zoomSpeed = 10f; // Speed of zooming
public float minZoom = 5f; // Minimum zoom distance
public float maxZoom = 50f; // Maximum zoom distance
private Camera mainCamera;
void Start()
{
mainCamera = Camera.main;
}
void Update()
{
bool inputReceived = false;
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
// Check if the touch is moving (dragging)
if (touch.phase == TouchPhase.Moved)
{
inputReceived = true;
float touchDeltaX = touch.deltaPosition.x;
transform.Rotate(Vector3.up, -touchDeltaX * rotationSpeed * Time.deltaTime);
}
}
else
{
// Mouse input handling
if (Input.GetMouseButton(0))
{
if (Input.GetAxis("Mouse X") != 0)
{
inputReceived = true;
float mouseX = Input.GetAxis("Mouse X");
transform.Rotate(Vector3.up, -mouseX * mouseRotationSpeed * Time.deltaTime);
}
}
}
// Zoom handling
float scrollInput = Input.GetAxis("Mouse ScrollWheel");
inputReceived = true;
float zoomAmount = scrollInput * zoomSpeed;
float newDistance = Mathf.Clamp(mainCamera.transform.localPosition.z + zoomAmount, -maxZoom, -minZoom);
mainCamera.transform.localPosition = new Vector3(0f, 0f, newDistance);
if (inputReceived)
{
lastInputTime = Time.time;
}
else
{
if (Time.time - lastInputTime > returnDelay)
{
RotateBackToDefault();
}
}
}
private void RotateBackToDefault()
{
Quaternion targetRotation = Quaternion.Euler(0, 0, 0);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, returnSpeed * Time.deltaTime);
}
}

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using UnityEngine;
public class Switch : MonoBehaviour
{
public int index;
public GameObject[] skylanders;
private void Start()
{
Change();
}
private void Update()
{
if(Input.GetKeyDown(KeyCode.E))
{
index++;
if (index > skylanders.Length - 1)
{
index = 0;
}
Change();
}
if(Input.GetKeyDown(KeyCode.Q))
{
index--;
if (index < 0)
{
index = skylanders.Length - 1;
}
Change();
}
}
void Change()
{
foreach (var skylander in skylanders)
{
skylander.SetActive(false);
}
skylanders[index].SetActive(true);
}
}

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