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@@ -1,127 +1,44 @@
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-using UnityEngine;
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+using UnityEditor;
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+using UnityEngine;
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namespace UnityTemplateProjects
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{
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public class SimpleCameraController : MonoBehaviour
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{
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- class CameraState
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- {
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- public float yaw;
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- public float pitch;
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- public float roll;
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- public float x;
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- public float y;
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- public float z;
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-
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- public void SetFromTransform(Transform t)
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- {
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- pitch = t.eulerAngles.x;
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- yaw = t.eulerAngles.y;
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- roll = t.eulerAngles.z;
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- x = t.position.x;
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- y = t.position.y;
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- z = t.position.z;
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- }
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-
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- public void Translate(Vector3 translation)
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- {
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- Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
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-
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- x += rotatedTranslation.x;
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- y += rotatedTranslation.y;
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- z += rotatedTranslation.z;
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- }
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-
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- public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
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- {
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- yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
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- pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
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- roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
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-
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- x = Mathf.Lerp(x, target.x, positionLerpPct);
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- y = Mathf.Lerp(y, target.y, positionLerpPct);
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- z = Mathf.Lerp(z, target.z, positionLerpPct);
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- }
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-
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- public void UpdateTransform(Transform t)
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- {
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- t.eulerAngles = new Vector3(pitch, yaw, roll);
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- t.position = new Vector3(x, y, z);
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- }
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- }
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-
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- CameraState m_TargetCameraState = new CameraState();
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- CameraState m_InterpolatingCameraState = new CameraState();
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-
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- [Header("Movement Settings")]
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- [Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
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+ [Header("Movement Settings")] [Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
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public float boost = 3.5f;
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- [Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)]
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+ [Tooltip("Time it takes to interpolate camera position 99% of the way to the target.")] [Range(0.001f, 1f)]
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public float positionLerpTime = 0.2f;
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[Header("Rotation Settings")]
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[Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
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- public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
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+ public AnimationCurve mouseSensitivityCurve =
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+ new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
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- [Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)]
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+ [Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target.")] [Range(0.001f, 1f)]
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public float rotationLerpTime = 0.01f;
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[Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")]
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- public bool invertY = false;
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+ public bool invertY;
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- void OnEnable()
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- {
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- m_TargetCameraState.SetFromTransform(transform);
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- m_InterpolatingCameraState.SetFromTransform(transform);
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- }
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+ private readonly CameraState m_InterpolatingCameraState = new CameraState();
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- Vector3 GetInputTranslationDirection()
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- {
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- Vector3 direction = new Vector3();
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- if (Input.GetKey(KeyCode.W))
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- {
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- direction += Vector3.forward;
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- }
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- if (Input.GetKey(KeyCode.S))
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- {
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- direction += Vector3.back;
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- }
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- if (Input.GetKey(KeyCode.A))
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- {
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- direction += Vector3.left;
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- }
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- if (Input.GetKey(KeyCode.D))
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- {
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- direction += Vector3.right;
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- }
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- if (Input.GetKey(KeyCode.Q))
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- {
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- direction += Vector3.down;
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- }
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- if (Input.GetKey(KeyCode.E))
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- {
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- direction += Vector3.up;
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- }
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- return direction;
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- }
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-
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- void Update()
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+ private readonly CameraState m_TargetCameraState = new CameraState();
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+
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+ private void Update()
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{
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// Exit Sample
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if (Input.GetKey(KeyCode.Escape))
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{
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Application.Quit();
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- #if UNITY_EDITOR
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- UnityEditor.EditorApplication.isPlaying = false;
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- #endif
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+#if UNITY_EDITOR
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+ EditorApplication.isPlaying = false;
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+#endif
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}
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// Hide and lock cursor when right mouse button pressed
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- if (Input.GetMouseButtonDown(1))
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- {
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- Cursor.lockState = CursorLockMode.Locked;
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- }
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+ if (Input.GetMouseButtonDown(1)) Cursor.lockState = CursorLockMode.Locked;
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// Unlock and show cursor when right mouse button released
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if (Input.GetMouseButtonUp(1))
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@@ -133,23 +50,21 @@ namespace UnityTemplateProjects
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// Rotation
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if (Input.GetMouseButton(1))
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{
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- var mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1));
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-
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+ var mouseMovement =
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+ new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1));
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+
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var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
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m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
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m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
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}
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-
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+
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// Translation
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var translation = GetInputTranslationDirection() * Time.deltaTime;
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// Speed up movement when shift key held
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- if (Input.GetKey(KeyCode.LeftShift))
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- {
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- translation *= 10.0f;
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- }
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-
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+ if (Input.GetKey(KeyCode.LeftShift)) translation *= 10.0f;
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+
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// Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
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boost += Input.mouseScrollDelta.y * 0.2f;
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translation *= Mathf.Pow(2.0f, boost);
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@@ -158,12 +73,75 @@ namespace UnityTemplateProjects
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// Framerate-independent interpolation
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// Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
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- var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
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- var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
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+ var positionLerpPct = 1f - Mathf.Exp(Mathf.Log(1f - 0.99f) / positionLerpTime * Time.deltaTime);
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+ var rotationLerpPct = 1f - Mathf.Exp(Mathf.Log(1f - 0.99f) / rotationLerpTime * Time.deltaTime);
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m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
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m_InterpolatingCameraState.UpdateTransform(transform);
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}
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- }
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+ private void OnEnable()
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+ {
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+ m_TargetCameraState.SetFromTransform(transform);
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+ m_InterpolatingCameraState.SetFromTransform(transform);
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+ }
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+
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+ private Vector3 GetInputTranslationDirection()
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+ {
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+ var direction = new Vector3();
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+ if (Input.GetKey(KeyCode.W)) direction += Vector3.forward;
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+ if (Input.GetKey(KeyCode.S)) direction += Vector3.back;
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+ if (Input.GetKey(KeyCode.A)) direction += Vector3.left;
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+ if (Input.GetKey(KeyCode.D)) direction += Vector3.right;
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+ if (Input.GetKey(KeyCode.Q)) direction += Vector3.down;
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+ if (Input.GetKey(KeyCode.E)) direction += Vector3.up;
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+ return direction;
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+ }
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+
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+ private class CameraState
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+ {
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+ public float pitch;
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+ public float roll;
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+ public float x;
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+ public float y;
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+ public float yaw;
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+ public float z;
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+
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+ public void SetFromTransform(Transform t)
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+ {
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+ pitch = t.eulerAngles.x;
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+ yaw = t.eulerAngles.y;
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+ roll = t.eulerAngles.z;
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+ x = t.position.x;
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+ y = t.position.y;
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+ z = t.position.z;
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+ }
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+
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+ public void Translate(Vector3 translation)
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+ {
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+ var rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
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+
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+ x += rotatedTranslation.x;
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+ y += rotatedTranslation.y;
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+ z += rotatedTranslation.z;
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+ }
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+
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+ public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
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+ {
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+ yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
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+ pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
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+ roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
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+
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+ x = Mathf.Lerp(x, target.x, positionLerpPct);
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+ y = Mathf.Lerp(y, target.y, positionLerpPct);
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+ z = Mathf.Lerp(z, target.z, positionLerpPct);
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+ }
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+
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+ public void UpdateTransform(Transform t)
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+ {
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+ t.eulerAngles = new Vector3(pitch, yaw, roll);
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+ t.position = new Vector3(x, y, z);
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+ }
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+ }
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+ }
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}
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