using UnityEditor; using UnityEngine; namespace UnityTemplateProjects { public class SimpleCameraController : MonoBehaviour { [Header("Movement Settings")] [Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")] public float boost = 3.5f; [Tooltip("Time it takes to interpolate camera position 99% of the way to the target.")] [Range(0.001f, 1f)] public float positionLerpTime = 0.2f; [Header("Rotation Settings")] [Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")] public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f)); [Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target.")] [Range(0.001f, 1f)] public float rotationLerpTime = 0.01f; [Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")] public bool invertY; private readonly CameraState m_InterpolatingCameraState = new CameraState(); private readonly CameraState m_TargetCameraState = new CameraState(); private void Update() { // Exit Sample if (Input.GetKey(KeyCode.Escape)) { Application.Quit(); #if UNITY_EDITOR EditorApplication.isPlaying = false; #endif } // Hide and lock cursor when right mouse button pressed if (Input.GetMouseButtonDown(1)) Cursor.lockState = CursorLockMode.Locked; // Unlock and show cursor when right mouse button released if (Input.GetMouseButtonUp(1)) { Cursor.visible = true; Cursor.lockState = CursorLockMode.None; } // Rotation if (Input.GetMouseButton(1)) { var mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1)); var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude); m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor; m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor; } // Translation var translation = GetInputTranslationDirection() * Time.deltaTime; // Speed up movement when shift key held if (Input.GetKey(KeyCode.LeftShift)) translation *= 10.0f; // Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel) boost += Input.mouseScrollDelta.y * 0.2f; translation *= Mathf.Pow(2.0f, boost); m_TargetCameraState.Translate(translation); // Framerate-independent interpolation // Calculate the lerp amount, such that we get 99% of the way to our target in the specified time var positionLerpPct = 1f - Mathf.Exp(Mathf.Log(1f - 0.99f) / positionLerpTime * Time.deltaTime); var rotationLerpPct = 1f - Mathf.Exp(Mathf.Log(1f - 0.99f) / rotationLerpTime * Time.deltaTime); m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct); m_InterpolatingCameraState.UpdateTransform(transform); } private void OnEnable() { m_TargetCameraState.SetFromTransform(transform); m_InterpolatingCameraState.SetFromTransform(transform); } private Vector3 GetInputTranslationDirection() { var direction = new Vector3(); if (Input.GetKey(KeyCode.W)) direction += Vector3.forward; if (Input.GetKey(KeyCode.S)) direction += Vector3.back; if (Input.GetKey(KeyCode.A)) direction += Vector3.left; if (Input.GetKey(KeyCode.D)) direction += Vector3.right; if (Input.GetKey(KeyCode.Q)) direction += Vector3.down; if (Input.GetKey(KeyCode.E)) direction += Vector3.up; return direction; } private class CameraState { public float pitch; public float roll; public float x; public float y; public float yaw; public float z; public void SetFromTransform(Transform t) { pitch = t.eulerAngles.x; yaw = t.eulerAngles.y; roll = t.eulerAngles.z; x = t.position.x; y = t.position.y; z = t.position.z; } public void Translate(Vector3 translation) { var rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation; x += rotatedTranslation.x; y += rotatedTranslation.y; z += rotatedTranslation.z; } public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct) { yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct); pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct); roll = Mathf.Lerp(roll, target.roll, rotationLerpPct); x = Mathf.Lerp(x, target.x, positionLerpPct); y = Mathf.Lerp(y, target.y, positionLerpPct); z = Mathf.Lerp(z, target.z, positionLerpPct); } public void UpdateTransform(Transform t) { t.eulerAngles = new Vector3(pitch, yaw, roll); t.position = new Vector3(x, y, z); } } } }