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80 lines
3.1 KiB
80 lines
3.1 KiB
3 years ago
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using System;
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using UnityEngine;
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namespace UnityStandardAssets.Cameras
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{
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public class TargetFieldOfView : AbstractTargetFollower
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{
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// This script is primarily designed to be used with the "LookAtTarget" script to enable a
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// CCTV style camera looking at a target to also adjust its field of view (zoom) to fit the
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// target (so that it zooms in as the target becomes further away).
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// When used with a follow cam, it will automatically use the same target.
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[SerializeField] private float m_FovAdjustTime = 1; // the time taken to adjust the current FOV to the desired target FOV amount.
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[SerializeField] private float m_ZoomAmountMultiplier = 2; // a multiplier for the FOV amount. The default of 2 makes the field of view twice as wide as required to fit the target.
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[SerializeField] private bool m_IncludeEffectsInSize = false; // changing this only takes effect on startup, or when new target is assigned.
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private float m_BoundSize;
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private float m_FovAdjustVelocity;
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private Camera m_Cam;
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private Transform m_LastTarget;
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// Use this for initialization
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protected override void Start()
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{
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base.Start();
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m_BoundSize = MaxBoundsExtent(m_Target, m_IncludeEffectsInSize);
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// get a reference to the actual camera component:
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m_Cam = GetComponentInChildren<Camera>();
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}
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protected override void FollowTarget(float deltaTime)
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{
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// calculate the correct field of view to fit the bounds size at the current distance
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float dist = (m_Target.position - transform.position).magnitude;
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float requiredFOV = Mathf.Atan2(m_BoundSize, dist)*Mathf.Rad2Deg*m_ZoomAmountMultiplier;
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m_Cam.fieldOfView = Mathf.SmoothDamp(m_Cam.fieldOfView, requiredFOV, ref m_FovAdjustVelocity, m_FovAdjustTime);
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}
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public override void SetTarget(Transform newTransform)
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{
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base.SetTarget(newTransform);
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m_BoundSize = MaxBoundsExtent(newTransform, m_IncludeEffectsInSize);
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}
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public static float MaxBoundsExtent(Transform obj, bool includeEffects)
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{
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// get the maximum bounds extent of object, including all child renderers,
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// but excluding particles and trails, for FOV zooming effect.
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var renderers = obj.GetComponentsInChildren<Renderer>();
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Bounds bounds = new Bounds();
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bool initBounds = false;
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foreach (Renderer r in renderers)
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{
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if (!((r is TrailRenderer) || (r is ParticleSystemRenderer)))
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{
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if (!initBounds)
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{
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initBounds = true;
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bounds = r.bounds;
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}
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else
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{
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bounds.Encapsulate(r.bounds);
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}
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}
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}
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float max = Mathf.Max(bounds.extents.x, bounds.extents.y, bounds.extents.z);
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return max;
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}
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}
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}
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