update packages, fix cinemachine

This commit is contained in:
2024-11-21 17:41:25 +02:00
parent 3a072785e2
commit 35837405a5
16 changed files with 714 additions and 324 deletions
+18 -21
View File
@@ -1,4 +1,4 @@
using Cinemachine;
using Unity.Cinemachine;
using UnityEngine;
using UnityEngine.InputSystem;
@@ -9,7 +9,7 @@ public class CameraSystem : MonoBehaviour
public Camera MainCamera => _mainCamera;
[SerializeField]
private CinemachineVirtualCamera _camera;
private CinemachineCamera _camera;
[SerializeField]
private float _fieldOfViewMax = 60f;
[SerializeField]
@@ -29,7 +29,7 @@ public class CameraSystem : MonoBehaviour
[SerializeField]
private bool _useMouseRotate;
private Vector3 _followOffset;
private Vector3 _followOffset =new Vector3(0,8,-10);
[SerializeField]
private float _rotateSpeed = 100f;
[SerializeField]
@@ -41,13 +41,12 @@ public class CameraSystem : MonoBehaviour
[SerializeField]
private float _zoomAmount = 3f;
private float _targetFieldOfView = 60f;
private CinemachineTransposer _cinemachineTransposer;
private CinemachineFollow _cinemachineTransposer;
private Bounds _worldBounds;
private void Awake()
{
_cinemachineTransposer = _camera.GetCinemachineComponent<CinemachineTransposer>();
_followOffset = _cinemachineTransposer.m_FollowOffset;
_cinemachineTransposer = _camera.GetCinemachineComponent(CinemachineCore.Stage.Body) as CinemachineFollow;
}
private void Start()
@@ -82,7 +81,7 @@ public class CameraSystem : MonoBehaviour
HandleCameraRotation(rotateDir, _rotateSpeed);
}
float zoomAmount = GameManager.Instance.Input.CameraAction.Zoom.ReadValue<Vector2>().y;
float zoomAmount = GameManager.Instance.Input.CameraAction.Zoom.ReadValue<float>();
if (zoomAmount != 0)
{
HandleCameraZoom_MoveY(zoomAmount);
@@ -98,9 +97,10 @@ public class CameraSystem : MonoBehaviour
private void HandleCameraZoom_MoveForward()
{
Vector3 zoomDir = _followOffset.normalized;
if (Input.mouseScrollDelta.y > 0)
var scrollDelta=GameManager.Instance.Input.CameraAction.Zoom.ReadValue<float>();
if (scrollDelta > 0)
_followOffset -= zoomDir * _zoomAmount;
if (Input.mouseScrollDelta.y < 0)
if (scrollDelta < 0)
_followOffset += zoomDir * _zoomAmount;
if (_followOffset.magnitude < _followOffsetMin)
@@ -109,9 +109,9 @@ public class CameraSystem : MonoBehaviour
if (_followOffset.magnitude > _followOffsetMax)
_followOffset = zoomDir * _followOffsetMax;
Vector3.Lerp(_cinemachineTransposer.m_FollowOffset, _followOffset, Time.deltaTime * _zoomSpeed);
Vector3.Lerp(_cinemachineTransposer.FollowOffset, _followOffset, Time.deltaTime * _zoomSpeed);
_cinemachineTransposer.m_FollowOffset = _followOffset;
_cinemachineTransposer.FollowOffset = _followOffset;
}
private void HandleCameraZoom_MoveY(float _zoomAmount)
@@ -126,21 +126,22 @@ public class CameraSystem : MonoBehaviour
if (_followOffset.magnitude > _followOffsetMax)
_followOffset.y = _zoomAmount * _followOffsetMax;
Vector3.Lerp(_cinemachineTransposer.m_FollowOffset, _followOffset, Time.deltaTime * _zoomSpeed);
Vector3.Lerp(_cinemachineTransposer.FollowOffset, _followOffset, Time.deltaTime * _zoomSpeed);
_cinemachineTransposer.m_FollowOffset = _followOffset;
_cinemachineTransposer.FollowOffset = _followOffset;
}
private void HandleCameraZoom_FOV()
{
if (Input.mouseScrollDelta.y > 0)
var scrollDelta = GameManager.Instance.Input.CameraAction.Zoom.ReadValue<float>();
if (scrollDelta > 0)
_targetFieldOfView -= 5;
if (Input.mouseScrollDelta.y < 0)
if (scrollDelta < 0)
_targetFieldOfView += 5;
_targetFieldOfView = Mathf.Clamp(_targetFieldOfView, _fieldOfViewMin, _fieldOfViewMax);
Mathf.Lerp(_camera.m_Lens.FieldOfView, _targetFieldOfView, Time.deltaTime * _zoomSpeed);
_camera.m_Lens.FieldOfView = _targetFieldOfView;
Mathf.Lerp(_camera.Lens.FieldOfView, _targetFieldOfView, Time.deltaTime * _zoomSpeed);
_camera.Lens.FieldOfView = _targetFieldOfView;
}
private void HandleCameraMovement(Vector2 inputDir)
@@ -186,10 +187,6 @@ public class CameraSystem : MonoBehaviour
private void OnCameraRotate(InputAction.CallbackContext context)
{
if (Mouse.current.middleButton.isPressed)
{
}
float rotateDir = GameManager.Instance.Input.CameraAction.Rotate.ReadValue<Vector2>().x;
//HandleCameraRotation(rotationValue, _mouseRotationSpeed);
transform.eulerAngles += new Vector3(0, rotateDir * _rotateSpeed * Time.deltaTime, 0);