using UnityEngine; namespace Gaia { /// /// This camera controller is adapted from here: https://ruhrnuklear.de/fcc/ and provided here as a convenience. /// public class CameraController : MonoBehaviour { public GameObject target; // Target to follow public float targetHeight = 5f; // Vertical offset adjustment public float distance = 12.0f; // Default Distance public float offsetFromWall = 0.1f; // Bring camera away from any colliding objects public float maxDistance = 20f; // Maximum zoom Distance public float minDistance = 0.6f; // Minimum zoom Distance public float xSpeed = 200.0f; // Orbit speed (Left/Right) public float ySpeed = 200.0f; // Orbit speed (Up/Down) public float yMinLimit = -80f; // Looking up limit public float yMaxLimit = 80f; // Looking down limit public float zoomRate = 40f; // Zoom Speed public float rotationDampening = 0.5f; // Auto Rotation speed (higher = faster) public float zoomDampening = 5.0f; // Auto Zoom speed (Higher = faster) public LayerMask collisionLayers = 3841; // What the camera will collide with public bool lockToRearOfTarget = false; // Lock camera to rear of target public bool allowMouseInputX = true; // Allow player to control camera angle on the X axis (Left/Right) public bool allowMouseInputY = true; // Allow player to control camera angle on the Y axis (Up/Down) private float xDeg = 0.0f; private float yDeg = 0.0f; private float currentDistance; private float desiredDistance; private float correctedDistance; private bool rotateBehind = false; private bool mouseSideButton = false; private float pbuffer = 0.0f; //Cooldownpuffer for SideButtons //private float coolDown = 0.5f; //Cooldowntime for SideButtons void Start() { Vector3 angles = transform.eulerAngles; xDeg = angles.x; yDeg = angles.y; currentDistance = distance; desiredDistance = distance; correctedDistance = distance; // Make the rigid body not change rotation // if (rigidbody) // rigidbody.freezeRotation = true; if (lockToRearOfTarget) rotateBehind = true; //Grab target if (target == null) { target = GameObject.FindGameObjectWithTag("Player") as GameObject; } gameObject.layer = 2; } //Only Move camera after everything else has been updated private void LateUpdate() { Apply(); } public void Apply() { // Don't do anything if target is not defined if (target == null) return; //pushbuffer if (pbuffer > 0) pbuffer -= Time.deltaTime; if (pbuffer < 0) pbuffer = 0; //Sidebuttonmovement // if ((Input.GetAxis("Toggle Move") != 0) && (pbuffer == 0)) // { // pbuffer = coolDown; // mouseSideButton = !mouseSideButton; // } if (mouseSideButton && Input.GetAxis("Vertical") != 0) mouseSideButton = false; Vector3 vTargetOffset; // If either mouse buttons are down, let the mouse govern camera position if (GUIUtility.hotControl == 0) { if (Input.GetMouseButton(0) || Input.GetMouseButton(1)) { //Check to see if mouse input is allowed on the axis if (allowMouseInputX) xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f; else RotateBehindTarget(); if (allowMouseInputY) yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f; //Interrupt rotating behind if mouse wants to control rotation if (!lockToRearOfTarget) rotateBehind = false; } // otherwise, ease behind the target if any of the directional keys are pressed else if (Input.GetAxis("Vertical") != 0 || Input.GetAxis("Horizontal") != 0 || rotateBehind || mouseSideButton) { RotateBehindTarget(); } } yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit); // Set camera rotation Quaternion rotation = Quaternion.Euler(yDeg, xDeg, 0); // Calculate the desired distance desiredDistance -= Input.GetAxis("Mouse ScrollWheel") * Time.deltaTime * zoomRate * Mathf.Abs(desiredDistance); desiredDistance = Mathf.Clamp(desiredDistance, minDistance, maxDistance); correctedDistance = desiredDistance; // Calculate desired camera position vTargetOffset = new Vector3(0, -targetHeight, 0); Vector3 position = target.transform.position - (rotation * Vector3.forward * desiredDistance + vTargetOffset); // Check for collision using the true target's desired registration point as set by user using height RaycastHit collisionHit; Vector3 trueTargetPosition = new Vector3(target.transform.position.x, target.transform.position.y + targetHeight, target.transform.position.z); // If there was a collision, correct the camera position and calculate the corrected distance var isCorrected = false; if (Physics.Linecast(trueTargetPosition, position, out collisionHit, collisionLayers)) { // Calculate the distance from the original estimated position to the collision location, // subtracting out a safety "offset" distance from the object we hit. The offset will help // keep the camera from being right on top of the surface we hit, which usually shows up as // the surface geometry getting partially clipped by the camera's front clipping plane. correctedDistance = Vector3.Distance(trueTargetPosition, collisionHit.point) - offsetFromWall; isCorrected = true; } // For smoothing, lerp distance only if either distance wasn't corrected, or correctedDistance is more than currentDistance currentDistance = !isCorrected || correctedDistance > currentDistance ? Mathf.Lerp(currentDistance, correctedDistance, Time.deltaTime * zoomDampening) : correctedDistance; // Keep within limits currentDistance = Mathf.Clamp(currentDistance, minDistance, maxDistance); // Recalculate position based on the new currentDistance position = target.transform.position - (rotation * Vector3.forward * currentDistance + vTargetOffset); //Finally Set rotation and position of camera transform.rotation = rotation; transform.position = position; } private void RotateBehindTarget() { float targetRotationAngle = target.transform.eulerAngles.y; float currentRotationAngle = transform.eulerAngles.y; xDeg = Mathf.LerpAngle(currentRotationAngle, targetRotationAngle, rotationDampening * Time.deltaTime); // Stop rotating behind if not completed if (targetRotationAngle == currentRotationAngle) { if (!lockToRearOfTarget) rotateBehind = false; } else rotateBehind = true; } private float ClampAngle(float angle, float min, float max) { if (angle < -360f) angle += 360f; if (angle > 360f) angle -= 360f; return Mathf.Clamp(angle, min, max); } } }