130 lines
3.2 KiB
C#
130 lines
3.2 KiB
C#
using UnityEngine;
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using UnityEngine.InputSystem;
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[ExecuteInEditMode]
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public class PlayerCamera : MonoBehaviour
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{
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[System.Serializable]
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private class Settings
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{
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[Header("Sensivity")]
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[Tooltip("Camera follow smoothness (0 = instant, 1 = smooth)")]
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[Range(0, 1)]
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public float FollowSmoothness = .1f;
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[Tooltip("Camera rotation sensitivity")]
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public float LookSensitivity = 20;
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[Header("Position")]
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[Tooltip("Camera distance from player")]
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public float Distance = 5;
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[Tooltip("Vertical offset from player")]
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public float VerticalOffset = 2;
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[Header("Pitch")]
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[Tooltip("Default pitch angle")]
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public float DefaultPitch = 20;
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[Tooltip("Min pitch angle")]
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public float MinPitch = -30;
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[Tooltip("Max pitch angle")]
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public float MaxPitch = 60;
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}
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[System.Serializable]
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public class References
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{
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public InputActionAsset InputActions;
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public Transform Target;
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}
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[SerializeField] private Settings _settings;
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[SerializeField] private References _references;
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private float _yaw;
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private float _pitch;
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private Vector3 _playerPosition;
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private InputAction _lookAction;
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void Awake()
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{
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_lookAction = _references.InputActions.FindActionMap("Player").FindAction("Look");
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}
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void OnEnable()
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{
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_lookAction?.Enable();
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_playerPosition = _references.Target.position;
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_pitch = _settings.DefaultPitch;
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}
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void OnDisable()
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{
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_lookAction?.Disable();
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}
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void LateUpdate()
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{
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float t = Time.deltaTime;
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SetCursor();
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SetYawAndPitch(t);
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SetPosition(t);
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}
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private void SetCursor()
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{
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if (!Application.isPlaying)
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return;
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bool lockCursor = !Player.Instance.State.IsPaused;
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Cursor.lockState = lockCursor ? CursorLockMode.Locked : CursorLockMode.None;
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Cursor.visible = !lockCursor;
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}
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private void SetYawAndPitch(float deltaTime)
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{
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if (Player.Instance && Player.Instance.State.IsPaused)
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return;
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#if UNITY_EDITOR
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if ((Mouse.current.position.ReadValue() - new Vector2(Screen.width, Screen.height) * .5f).magnitude > 10)
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return;
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#else
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if (!Application.isFocused) return;
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#endif
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Vector2 lookInput = _lookAction?.ReadValue<Vector2>() ?? Vector2.zero;
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_pitch -= lookInput.y * _settings.LookSensitivity * deltaTime;
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_pitch = Mathf.Clamp(_pitch, _settings.MinPitch, _settings.MaxPitch);
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_yaw += lookInput.x * _settings.LookSensitivity * deltaTime;
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}
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private void SetPosition(float deltaTime)
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{
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float t = (1.1f - _settings.FollowSmoothness) * 20 * deltaTime;
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_playerPosition = Vector3.Lerp(_playerPosition, _references.Target.position, t);
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Vector3 camPos = Vector3.back * _settings.Distance;
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camPos = Quaternion.Euler(_pitch, _yaw, 0) * camPos;
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camPos += _playerPosition;
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Quaternion camRot = Quaternion.LookRotation(_playerPosition - camPos);
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camPos.y += _settings.VerticalOffset;
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transform.position = camPos;
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transform.rotation = camRot;
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}
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}
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