2026-04-08 스킬시스템 진행중, 폴더구조 변경등
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using UnityEngine;
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using System.Collections;
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public class VariousMouseOrbit : MonoBehaviour
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{
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Transform Target;
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public Transform[] Targets;
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int i = 0;
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public float distance;
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public float xSpeed = 250.0f;
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public float ySpeed = 120.0f;
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public float yMinLimit = -20.0f;
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public float yMaxLimit = 80.0f;
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private float x = 0.0f;
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private float y = 0.0f;
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public float CameraDist = 10;
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// Use this for initialization
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void Start()
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{
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Vector3 angles = transform.eulerAngles;
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x = angles.x+50;
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y = angles.y;
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distance = 30;
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Target = Targets[0];
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if (this.GetComponent<Rigidbody>() == true)
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GetComponent<Rigidbody>().freezeRotation = true;
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}
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// Update is called once per frame
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void LateUpdate()
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{
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if(Input.GetKeyDown(KeyCode.V))
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{
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if (i < Targets.Length-1)
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i++;
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else if (i >= Targets.Length-1)
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i = 0;
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Target = Targets[i];
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}
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if (Input.GetKey(KeyCode.Mouse1))
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{
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if (Target)
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{
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x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
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y += Input.GetAxis("Mouse Y") * ySpeed * 0.05f;
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y = ClampAngle(y, yMinLimit, yMaxLimit);
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Quaternion rotation = Quaternion.Euler(y, x, 0);
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Vector3 position = rotation * new Vector3(0, 0, -distance) + Target.position;
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transform.rotation = rotation;
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transform.position = position;
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distance = CameraDist;
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if (Input.GetKey(KeyCode.W))
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{
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CameraDist -= Time.deltaTime * 20f;
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CameraDist = Mathf.Clamp(CameraDist,2,80);
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}
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if (Input.GetKey(KeyCode.S))
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{
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CameraDist += Time.deltaTime * 20f;
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CameraDist = Mathf.Clamp(CameraDist, 2, 80);
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}
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}
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}
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}
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float ClampAngle(float ag, float min, float max)
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{
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if (ag < -360)
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ag += 360;
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if (ag > 360)
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ag -= 360;
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return Mathf.Clamp(ag, min, max);
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}
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}
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