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Assets/Scripts/Camera/CameraController.cs
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227
Assets/Scripts/Camera/CameraController.cs
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using UnityEngine;
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using System.Collections;
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using UnityEngine.InputSystem;
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namespace RootMotion
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{
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public class CameraController : MonoBehaviour
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{
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[System.Serializable]
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public enum UpdateMode
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{
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Update,
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FixedUpdate,
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LateUpdate,
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FixedLateUpdate
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}
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public Transform target; // The target Transform to follow
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//public Transform rotationSpace; // If assigned, will use this Transform's rotation as the rotation space instead of the world space. Useful with spherical planets.
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public UpdateMode updateMode = UpdateMode.LateUpdate; // When to update the camera?
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public bool lockCursor = true; // If true, the mouse will be locked to screen center and hidden
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[Header("Position")]
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public bool smoothFollow; // If > 0, camera will smoothly interpolate towards the target
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public Vector3 offset = new Vector3(0, 1.5f, 0.5f); // The offset from target relative to camera rotation
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public float followSpeed = 10f; // Smooth follow speed
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[Header("Rotation")]
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public float rotationSensitivity = 3.5f; // The sensitivity of rotation
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public float yMinLimit = -20; // Min vertical angle
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public float yMaxLimit = 80; // Max vertical angle
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public bool rotateAlways = true; // Always rotate to mouse?
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[Header("Distance")]
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public float distance = 10.0f; // The current distance to target
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public float minDistance = 4; // The minimum distance to target
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public float maxDistance = 10; // The maximum distance to target
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public float zoomSpeed = 10f; // The speed of interpolating the distance
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public float zoomSensitivity = 1f; // The sensitivity of mouse zoom
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[Header("Blocking")]
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public LayerMask blockingLayers;
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public float blockingRadius = 1f;
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public float blockingSmoothTime = 0.1f;
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public float blockingOriginOffset;
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[Range(0f, 1f)] public float blockedOffset = 0.5f;
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public float x { get; private set; } // The current x rotation of the camera
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public float y { get; private set; } // The current y rotation of the camera
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public float distanceTarget { get; private set; } // Get/set distance
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private Vector3 targetDistance, position;
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private Quaternion rotation = Quaternion.identity;
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private Vector3 smoothPosition;
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private Camera cam;
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private bool fixedFrame;
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private float fixedDeltaTime;
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private Quaternion r = Quaternion.identity;
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private Vector3 lastUp;
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private float blockedDistance = 10f, blockedDistanceV;
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//Rotation
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public void SetAngles(Quaternion rotation)
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{
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Vector3 euler = rotation.eulerAngles;
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this.x = euler.y;
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this.y = euler.x;
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}
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public void SetAngles(float yaw, float pitch)
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{
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this.x = yaw;
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this.y = pitch;
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}
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// Initiate, set the params to the current transformation of the camera relative to the target
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protected virtual void Awake()
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{
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Vector3 angles = transform.eulerAngles;
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x = angles.y;
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y = angles.x;
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distanceTarget = distance;
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smoothPosition = transform.position;
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cam = GetComponent<Camera>();
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//_rotate = new Controller();
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//_rotate.Player.CameraRotation.performed += context => UpdateInput();
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//lastUp = rotationSpace != null ? rotationSpace.up : Vector3.up;
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}
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//private void OnEnable()
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//{
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// _rotate.Enable();
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//}
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//private void OnDisable()
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//{
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// _rotate.Disable();
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//}
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protected virtual void Update()
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{
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if (updateMode == UpdateMode.Update) UpdateTransform();
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}
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protected virtual void FixedUpdate()
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{
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fixedFrame = true;
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fixedDeltaTime += Time.deltaTime;
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if (updateMode == UpdateMode.FixedUpdate) UpdateTransform();
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}
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protected virtual void LateUpdate()
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{
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UpdateInput();
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if (updateMode == UpdateMode.LateUpdate) UpdateTransform();
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if (updateMode == UpdateMode.FixedLateUpdate && fixedFrame)
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{
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UpdateTransform(fixedDeltaTime);
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fixedDeltaTime = 0f;
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fixedFrame = false;
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}
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}
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// Read the user input
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public void UpdateInput()
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{
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if (!cam.enabled) return;
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// Cursors
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Cursor.lockState = lockCursor ? CursorLockMode.Locked : CursorLockMode.None;
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Cursor.visible = lockCursor ? false : true;
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// Should we rotate the camera?
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bool rotate = rotateAlways;
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// delta rotation
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if (rotate)
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{
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// var _pass = _rotate.Player.CameraRotation.ReadValue<Vector2>();
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//x += _pass.normalized.x;
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//y = ClampAngle(y +_pass.normalized.y * rotationSensitivity, yMinLimit, yMaxLimit);
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}
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// Distance
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distanceTarget = Mathf.Clamp(distanceTarget + zoomAdd, minDistance, maxDistance);
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}
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// Update the camera transform
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public void UpdateTransform()
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{
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UpdateTransform(Time.deltaTime);
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}
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public void UpdateTransform(float deltaTime)
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{
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if (!cam.enabled) return;
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// Rotation
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//rotation = Quaternion.AngleAxis(x, Vector3.up) * Quaternion.AngleAxis(y, Vector3.right);
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if (target != null)
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{
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// Distance
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distance += (distanceTarget - distance) * zoomSpeed * deltaTime;
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// Smooth follow
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if (!smoothFollow) smoothPosition = target.position;
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else smoothPosition = Vector3.Lerp(smoothPosition, target.position, deltaTime * followSpeed);
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// Position
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Vector3 t = smoothPosition + rotation * offset;
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Vector3 f = rotation * -Vector3.forward;
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if (blockingLayers != -1)
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{
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RaycastHit hit;
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if (Physics.SphereCast(t - f * blockingOriginOffset, blockingRadius, f, out hit, blockingOriginOffset + distanceTarget - blockingRadius, blockingLayers))
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{
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blockedDistance = Mathf.SmoothDamp(blockedDistance, hit.distance + blockingRadius * (1f - blockedOffset) - blockingOriginOffset, ref blockedDistanceV, blockingSmoothTime);
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}
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else blockedDistance = distanceTarget;
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distance = Mathf.Min(distance, blockedDistance);
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}
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position = t + f * distance;
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// Translating the camera
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transform.position = position;
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}
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transform.rotation = rotation;
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}
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// Zoom input
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private float zoomAdd
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{
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get
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{
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float scrollAxis = Input.GetAxis("Mouse ScrollWheel");
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if (scrollAxis > 0) return -zoomSensitivity;
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if (scrollAxis < 0) return zoomSensitivity;
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return 0;
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}
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}
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// Clamping Euler angles
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private float ClampAngle(float angle, float min, float max)
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{
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if (angle < -360) angle += 360;
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if (angle > 360) angle -= 360;
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return Mathf.Clamp(angle, min, max);
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}
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}
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}
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