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ioscameraunity-game-engineperspectivecamera

How to move camera in x-z axis only RTS touch for mobile?


I am working on RTS based game for mobile. I want to control camera just like "Clash of Clan", I found a tutorial and script by Savalish on youtube. But that was for 2D game. I want that result in 3D so i modified it. Everything is working fine except the camera is moving upward direction that is y-axis. I don't want that. and also need boundaries for limiting camera to move further. Below is the code I used:

using UnityEngine;
 using System.Collections;



    public class TouchCameraControl : MonoBehaviour 
     {

    public float moveSensitivityX = 1.0f;
         public float moveSensitivityY = 1.0f;
         public bool updateZoomSensitivity = true;
         public float orthoZoomSpeed = 0.05f;
         public float minZoom = 1.0f;
         public float maxZoom = 20.0f;
         public bool invertMoveX = false;
         public bool invertMoveY = false;
         public float mapWidth = 60.0f;
         public float mapHeight = 40.0f;

         public float inertiaDuration = 1.0f;

         private Camera _camera;

         private float minX, maxX, minY, maxY;
         private float horizontalExtent, verticalExtent;

         private float scrollVelocity = 0.0f;
         private float timeTouchPhaseEnded;
         private Vector3 scrollDirection = Vector3.zero;

         void Start () 
         {
             _camera = Camera.main;

             maxZoom = 0.5f * (mapWidth / _camera.aspect);

             if (mapWidth > mapHeight)
                 maxZoom = 0.5f * mapHeight;

             if (_camera.fieldOfView > maxZoom)
                 _camera.fieldOfView = maxZoom;

             CalculateLevelBounds ();
         }

         void Update () 
         {
             if (updateZoomSensitivity)
             {
                 moveSensitivityX = _camera.fieldOfView / 5.0f;
                 moveSensitivityY = _camera.fieldOfView / 5.0f;
             }

             Touch[] touches = Input.touches;

             if (touches.Length < 1)
             {
                 //if the camera is currently scrolling
                 if (scrollVelocity != 0.0f)
                 {
                     //slow down over time
                     float t = (Time.time - timeTouchPhaseEnded) / inertiaDuration;
                     float frameVelocity = Mathf.Lerp (scrollVelocity, 0.0f, t);
                     _camera.transform.position += -(Vector3)scrollDirection.normalized * (frameVelocity * 0.05f) * Time.deltaTime;

                     if (t >= 1.0f)
                         scrollVelocity = 0.0f;
                 }
             }

             if (touches.Length > 0)
             {
                 //Single touch (move)
                 if (touches.Length == 1)
                 {
                     if (touches[0].phase == TouchPhase.Began)
                     {
                         scrollVelocity = 0.0f;
                     }
                     else if (touches[0].phase == TouchPhase.Moved)
                     {
                         Vector3 delta = touches[0].deltaPosition;

                         float positionX = delta.x * moveSensitivityX * Time.deltaTime;
                         positionX = invertMoveX ? positionX : positionX * -1;

                         float positionY = delta.y * moveSensitivityY * Time.deltaTime;
                         positionY = invertMoveY ? positionY : positionY * -1;

                         _camera.transform.position += new Vector3 (positionX, 0, positionY);
                         //_camera.transform.position += transform.TransformDirection((Vector2)((new Vector2 (positionX, positionY-positionX))));
                         scrollDirection = touches[0].deltaPosition.normalized;
                         scrollVelocity = touches[0].deltaPosition.magnitude / touches[0].deltaTime;


                         if (scrollVelocity <= 100)
                             scrollVelocity = 0;
                     }
                     else if (touches[0].phase == TouchPhase.Ended)
                     {
                         timeTouchPhaseEnded = Time.time;
                     }
                 }


                 //Double touch (zoom)
                 if (touches.Length == 2)
                 {
                     Debug.Log ("Double Touch");
                     Vector2 cameraViewsize = new Vector2 (_camera.pixelWidth, _camera.pixelHeight);

                     Touch touchOne = touches[0];
                     Touch touchTwo = touches[1];

                     Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition;
                     Vector2 touchTwoPrevPos = touchTwo.position - touchTwo.deltaPosition;

                     float prevTouchDeltaMag = (touchOnePrevPos - touchTwoPrevPos).magnitude;
                     float touchDeltaMag = (touchOne.position - touchTwo.position).magnitude;

                     float deltaMagDiff = prevTouchDeltaMag - touchDeltaMag;

                     _camera.transform.position += _camera.transform.TransformDirection ((touchOnePrevPos + touchTwoPrevPos - cameraViewsize) * _camera.fieldOfView / cameraViewsize.y);

                     _camera.fieldOfView += deltaMagDiff * orthoZoomSpeed;
                     _camera.fieldOfView = Mathf.Clamp (_camera.fieldOfView, minZoom, maxZoom) - 0.001f;

                     _camera.transform.position -= _camera.transform.TransformDirection ((touchOne.position + touchTwo.position - cameraViewsize) * _camera.fieldOfView / cameraViewsize.y);

                     CalculateLevelBounds ();
                 }
             }
         }

         void CalculateLevelBounds ()
         {
             verticalExtent = _camera.fieldOfView;
             horizontalExtent = _camera.fieldOfView * Screen.width / Screen.height;
             minX = horizontalExtent - mapWidth / 2.0f;
             maxX = mapWidth / 2.0f - horizontalExtent;
             minY = verticalExtent - mapHeight / 2.0f;
             maxY = mapHeight / 2.0f - verticalExtent;
         }

         void LateUpdate ()
         {
             //Vector3 limitedCameraPosition = _camera.transform.position;
             //limitedCameraPosition.x = Mathf.Clamp (limitedCameraPosition.x, minX, maxX);
             //limitedCameraPosition.y = Mathf.Clamp (limitedCameraPosition.y, minY, maxY);
             //_camera.transform.position = limitedCameraPosition;
         }

         void OnDrawGizmos ()
         {
             //Gizmos.DrawWireCube (Vector3.zero, new Vector3 (mapWidth, mapHeight, 0));
         }
     }

Tell me please what is wrong with the code. Any help would appreciated.

Thanks.


Solution

    • Set your Camera at (90,0,0).

    • Replace the line

    _camera.transform.position += new Vector3 (positionX, 0, positionY);

    with

    //For perspective Camera
        _camera.transform.position += new Vector3 (positionX+positionY, 0, positionY-positionX);
    
    //For orthographic Camera
    _camera.transform.position += new Vector3 (positionX, 0, positionY);
    

    It should work now. I have tested on an empty project.