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116 lines
4.9 KiB
116 lines
4.9 KiB
3 years ago
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using System;
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using UnityEngine;
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using UnityStandardAssets.CrossPlatformInput;
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namespace UnityStandardAssets.Cameras
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{
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public class FreeLookCam : PivotBasedCameraRig
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{
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// This script is designed to be placed on the root object of a camera rig,
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// comprising 3 gameobjects, each parented to the next:
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// Camera Rig
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// Pivot
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// Camera
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[SerializeField] private float m_MoveSpeed = 1f; // How fast the rig will move to keep up with the target's position.
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[Range(0f, 10f)] [SerializeField] private float m_TurnSpeed = 1.5f; // How fast the rig will rotate from user input.
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[SerializeField] private float m_TurnSmoothing = 0.0f; // How much smoothing to apply to the turn input, to reduce mouse-turn jerkiness
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[SerializeField] private float m_TiltMax = 75f; // The maximum value of the x axis rotation of the pivot.
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[SerializeField] private float m_TiltMin = 45f; // The minimum value of the x axis rotation of the pivot.
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[SerializeField] private bool m_LockCursor = false; // Whether the cursor should be hidden and locked.
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[SerializeField] private bool m_VerticalAutoReturn = false; // set wether or not the vertical axis should auto return
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private float m_LookAngle; // The rig's y axis rotation.
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private float m_TiltAngle; // The pivot's x axis rotation.
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private const float k_LookDistance = 100f; // How far in front of the pivot the character's look target is.
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private Vector3 m_PivotEulers;
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private Quaternion m_PivotTargetRot;
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private Quaternion m_TransformTargetRot;
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protected override void Awake()
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{
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base.Awake();
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// Lock or unlock the cursor.
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Cursor.lockState = m_LockCursor ? CursorLockMode.Locked : CursorLockMode.None;
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Cursor.visible = !m_LockCursor;
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m_PivotEulers = m_Pivot.rotation.eulerAngles;
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m_PivotTargetRot = m_Pivot.transform.localRotation;
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m_TransformTargetRot = transform.localRotation;
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}
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protected void Update()
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{
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HandleRotationMovement();
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if (m_LockCursor && Input.GetMouseButtonUp(0))
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{
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Cursor.lockState = m_LockCursor ? CursorLockMode.Locked : CursorLockMode.None;
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Cursor.visible = !m_LockCursor;
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}
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}
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private void OnDisable()
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{
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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}
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protected override void FollowTarget(float deltaTime)
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{
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if (m_Target == null) return;
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// Move the rig towards target position.
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transform.position = Vector3.Lerp(transform.position, m_Target.position, deltaTime*m_MoveSpeed);
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}
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private void HandleRotationMovement()
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{
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if(Time.timeScale < float.Epsilon)
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return;
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// Read the user input
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var x = CrossPlatformInputManager.GetAxis("Mouse X");
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var y = CrossPlatformInputManager.GetAxis("Mouse Y");
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// Adjust the look angle by an amount proportional to the turn speed and horizontal input.
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m_LookAngle += x*m_TurnSpeed;
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// Rotate the rig (the root object) around Y axis only:
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m_TransformTargetRot = Quaternion.Euler(0f, m_LookAngle, 0f);
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if (m_VerticalAutoReturn)
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{
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// For tilt input, we need to behave differently depending on whether we're using mouse or touch input:
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// on mobile, vertical input is directly mapped to tilt value, so it springs back automatically when the look input is released
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// we have to test whether above or below zero because we want to auto-return to zero even if min and max are not symmetrical.
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m_TiltAngle = y > 0 ? Mathf.Lerp(0, -m_TiltMin, y) : Mathf.Lerp(0, m_TiltMax, -y);
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}
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else
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{
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// on platforms with a mouse, we adjust the current angle based on Y mouse input and turn speed
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m_TiltAngle -= y*m_TurnSpeed;
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// and make sure the new value is within the tilt range
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m_TiltAngle = Mathf.Clamp(m_TiltAngle, -m_TiltMin, m_TiltMax);
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}
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// Tilt input around X is applied to the pivot (the child of this object)
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m_PivotTargetRot = Quaternion.Euler(m_TiltAngle, m_PivotEulers.y , m_PivotEulers.z);
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if (m_TurnSmoothing > 0)
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{
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m_Pivot.localRotation = Quaternion.Slerp(m_Pivot.localRotation, m_PivotTargetRot, m_TurnSmoothing * Time.deltaTime);
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transform.localRotation = Quaternion.Slerp(transform.localRotation, m_TransformTargetRot, m_TurnSmoothing * Time.deltaTime);
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}
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else
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{
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m_Pivot.localRotation = m_PivotTargetRot;
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transform.localRotation = m_TransformTargetRot;
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}
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}
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}
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}
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