Initial commit
This commit is contained in:
1 parent
ee9615239e
commit
16feac691f
4093 files changed
+1030491
No files matched your search
@@ -0,0 +1,191 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Gaia
|
||||
{
|
||||
/// <summary>
|
||||
/// This camera controller is adapted from here: https://ruhrnuklear.de/fcc/ and provided here as a convenience.
|
||||
/// </summary>
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user