Files
2025-01-07 18:54:46 +02:00

212 lines
6.7 KiB
C#

using Unity.Cinemachine;
using UnityEngine;
using UnityEngine.InputSystem;
public class CameraSystem : MonoBehaviour
{
[SerializeField]
private Camera _mainCamera;
public Camera MainCamera => _mainCamera;
[SerializeField]
private CinemachineCamera _gameCamera;
[SerializeField]
private CinemachineCamera _characterCreatorCamera;
[SerializeField]
private float _fieldOfViewMax = 60f;
[SerializeField]
private float _fieldOfViewMin = 10f;
[SerializeField]
private float _followOffsetMin = 0.1f;
[SerializeField]
private float _followOffsetMax = 10f;
[SerializeField]
private float _followOffsetMinY = 1f;
[SerializeField]
private float _followOffsetMaxY = 10f;
[SerializeField]
private bool _useEdgeScrolling;
[SerializeField]
private bool _useMouseDrag;
[SerializeField]
private bool _useMouseRotate;
private Vector3 _followOffset =new Vector3(0,8,-10);
[SerializeField]
private float _rotateSpeed = 100f;
[SerializeField]
private float _moveSpeed = 25f;
[SerializeField]
private int _edgeScrollSize = 20;
[SerializeField]
private float _zoomSpeed = 2f;
[SerializeField]
private float _zoomAmount = 3f;
private float _targetFieldOfView = 60f;
private CinemachineFollow _cinemachineTransposer;
private Bounds _worldBounds;
private void Awake()
{
_cinemachineTransposer = _gameCamera.GetCinemachineComponent(CinemachineCore.Stage.Body) as CinemachineFollow;
_characterCreatorCamera.enabled = true;
_gameCamera.enabled = false;
}
public void StartGame()
{
_characterCreatorCamera.enabled = false;
_gameCamera.enabled = true;
}
private void Start()
{
ResetToPlayerPosition();
}
public void ResetToPlayerPosition()
{
Renderer[] renderers = FindObjectsByType<Renderer>(FindObjectsSortMode.InstanceID);
_worldBounds = renderers[0].bounds;
for (int i = 1; i < renderers.Length; ++i)
_worldBounds.Encapsulate(renderers[i].bounds);
transform.position = Player.Instance.transform.position;
}
private void Update()
{
var cameraMove = GameManager.Instance.Input.CameraAction.Move.ReadValue<Vector2>();
if (cameraMove.sqrMagnitude > 0.1f)
{
HandleCameraMovement(cameraMove);
}
float rotateDir = GameManager.Instance.Input.CameraAction.Rotate.ReadValue<Vector2>().x;
if (rotateDir != 0)
{
HandleCameraRotation(rotateDir, _rotateSpeed);
}
float zoomAmount = GameManager.Instance.Input.CameraAction.Zoom.ReadValue<float>();
if (zoomAmount != 0)
{
HandleCameraZoom_MoveY(zoomAmount);
}
if (_useEdgeScrolling)
{
EdgeScrollingMovement();
}
}
private void HandleCameraZoom_MoveForward()
{
Vector3 zoomDir = _followOffset.normalized;
var scrollDelta=GameManager.Instance.Input.CameraAction.Zoom.ReadValue<float>();
if (scrollDelta > 0)
_followOffset -= zoomDir * _zoomAmount;
if (scrollDelta < 0)
_followOffset += zoomDir * _zoomAmount;
if (_followOffset.magnitude < _followOffsetMin)
_followOffset = zoomDir * _followOffsetMin;
if (_followOffset.magnitude > _followOffsetMax)
_followOffset = zoomDir * _followOffsetMax;
Vector3.Lerp(_cinemachineTransposer.FollowOffset, _followOffset, Time.deltaTime * _zoomSpeed);
_cinemachineTransposer.FollowOffset = _followOffset;
}
private void HandleCameraZoom_MoveY(float _zoomAmount)
{
_followOffset.y += _zoomAmount;
_followOffset.y = Mathf.Clamp(_followOffset.y, _followOffsetMinY, _followOffsetMaxY);
if (_followOffset.magnitude < _followOffsetMin)
_followOffset.y = _zoomAmount * _followOffsetMin;
if (_followOffset.magnitude > _followOffsetMax)
_followOffset.y = _zoomAmount * _followOffsetMax;
Vector3.Lerp(_cinemachineTransposer.FollowOffset, _followOffset, Time.deltaTime * _zoomSpeed);
_cinemachineTransposer.FollowOffset = _followOffset;
}
private void HandleCameraZoom_FOV()
{
var scrollDelta = GameManager.Instance.Input.CameraAction.Zoom.ReadValue<float>();
if (scrollDelta > 0)
_targetFieldOfView -= 5;
if (scrollDelta < 0)
_targetFieldOfView += 5;
_targetFieldOfView = Mathf.Clamp(_targetFieldOfView, _fieldOfViewMin, _fieldOfViewMax);
Mathf.Lerp(_gameCamera.Lens.FieldOfView, _targetFieldOfView, Time.deltaTime * _zoomSpeed);
_gameCamera.Lens.FieldOfView = _targetFieldOfView;
}
private void HandleCameraMovement(Vector2 inputDir)
{
Vector3 moveDir = transform.forward * inputDir.y + transform.right * inputDir.x;
transform.position += moveDir * _moveSpeed * Time.deltaTime;
}
private Vector3 MousePanMovement(Vector3 inputDir)
{
// if (Input.GetMouseButtonDown(1))
// {
// _dragPanMoveActive = true;
// _lastMousePosition = Input.mousePosition;
// }
// if (Input.GetMouseButtonUp(1)) { _dragPanMoveActive = false; }
// if (_dragPanMoveActive)
// {
// Vector2 mouseMovementDelta = ((Vector2)Input.mousePosition - _lastMousePosition) * _dragPanSpeed;
// inputDir.x = mouseMovementDelta.x;
// inputDir.z = mouseMovementDelta.y;
// _lastMousePosition = Input.mousePosition;
// }
return inputDir;
}
private void EdgeScrollingMovement()
{
Vector3 inputDir = Vector3.zero;
var mousePosition = Mouse.current.position.ReadValue();
if (mousePosition.x < _edgeScrollSize) inputDir.x = -1f;
if (mousePosition.y < _edgeScrollSize) inputDir.y = -1f;
if (mousePosition.x > Screen.width - _edgeScrollSize) inputDir.x = 1f;
if (mousePosition.y > Screen.height - _edgeScrollSize) inputDir.y = 1f;
Vector3 moveDir = transform.forward * inputDir.y + transform.right * inputDir.x;
transform.position += moveDir * _moveSpeed * Time.deltaTime;
}
private void OnCameraRotate(InputAction.CallbackContext context)
{
float rotateDir = GameManager.Instance.Input.CameraAction.Rotate.ReadValue<Vector2>().x;
//HandleCameraRotation(rotationValue, _mouseRotationSpeed);
transform.eulerAngles += new Vector3(0, rotateDir * _rotateSpeed * Time.deltaTime, 0);
}
private void HandleCameraRotation(float rotateDir, float speed)
{
transform.eulerAngles += new Vector3(0, rotateDir * speed * Time.deltaTime, 0);
}
}