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- 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);
- }
- }
- }
- }
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