CameraManager.cs 1.5 KB

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  1. using Cinemachine;
  2. using UnityEngine;
  3. public class CameraManager : MonoBehaviour {
  4. private CinemachineVirtualCamera activeCam;
  5. private static CameraManager instance;
  6. public static CameraManager GetInstance() {
  7. return instance;
  8. }
  9. private void Start() {
  10. instance = this;
  11. }
  12. public CinemachineVirtualCamera GetActiveCam() {
  13. return activeCam;
  14. }
  15. private void Update() {
  16. if (Input.GetAxis("Mouse ScrollWheel") != 0f) {
  17. CinemachineComponentBase componentBase =
  18. activeCam.GetCinemachineComponent(CinemachineCore.Stage.Body);
  19. if (componentBase is CinemachineFramingTransposer) {
  20. float m_CameraDistance =
  21. (componentBase as CinemachineFramingTransposer)
  22. .m_CameraDistance;
  23. if (
  24. m_CameraDistance <= 1 &&
  25. Input.GetAxis("Mouse ScrollWheel") > 0
  26. ) {
  27. m_CameraDistance = 1f;
  28. } else {
  29. m_CameraDistance -= Input.GetAxis("Mouse ScrollWheel") * 10;
  30. }
  31. (componentBase as CinemachineFramingTransposer)
  32. .m_CameraDistance = m_CameraDistance;
  33. }
  34. }
  35. }
  36. private void Awake() {
  37. activeCam = GetComponentInChildren<CinemachineVirtualCamera>();
  38. }
  39. public void FocusOnGameObject(GameObject gameObject) {
  40. activeCam.Follow = gameObject.transform;
  41. }
  42. }