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