leoncheng@unity3d.com
3 年前
当前提交
f41b4fa4
共有 168 个文件被更改,包括 23521 次插入 和 0 次删除
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6.vsconfig
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8Assets/ExampleAssets.meta
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8Assets/ExampleAssets/Materials.meta
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8Assets/ExampleAssets/Models.meta
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8Assets/ExampleAssets/Prefabs.meta
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8Assets/ExampleAssets/Shaders.meta
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8Assets/ExampleAssets/Textures.meta
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8Assets/Presets.meta
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137Assets/Presets/AudioCompressedInMemory.preset
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8Assets/Presets/AudioCompressedInMemory.preset.meta
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137Assets/Presets/AudioStreaming.preset
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8Assets/Presets/AudioStreaming.preset.meta
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8Assets/Presets/Defaults.meta
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137Assets/Presets/Defaults/AudioDecompressOnLoad.preset
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8Assets/Presets/Defaults/AudioDecompressOnLoad.preset.meta
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137Assets/Presets/Defaults/DirectionalLight_Default.preset
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8Assets/Presets/Defaults/DirectionalLight_Default.preset.meta
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497Assets/Presets/NormalTexture.preset
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8Assets/Presets/NormalTexture.preset.meta
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294Assets/Scripts/SimpleCameraController.cs
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11Assets/Scripts/SimpleCameraController.cs.meta
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19ProjectSettings/AudioManager.asset
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19ProjectSettings/AutoStreamingSettings.asset
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6ProjectSettings/ClusterInputManager.asset
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36ProjectSettings/DynamicsManager.asset
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487ProjectSettings/InputManager.asset
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91ProjectSettings/NavMeshAreas.asset
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43ProjectSettings/PackageManagerSettings.asset
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56ProjectSettings/Physics2DSettings.asset
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27ProjectSettings/PresetManager.asset
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2ProjectSettings/ProjectVersion.txt
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9ProjectSettings/TimeManager.asset
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15ProjectSettings/URPProjectSettings.asset
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10ProjectSettings/XRSettings.asset
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365Assets/ExampleAssets/Prefabs/Construction Light Low.prefab
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7Assets/ExampleAssets/Prefabs/Construction Light Low.prefab.meta
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354Assets/ExampleAssets/Prefabs/Paint Supplies.prefab
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7Assets/ExampleAssets/Prefabs/Paint Supplies.prefab.meta
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220Assets/ExampleAssets/Prefabs/Props.prefab
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8Assets/ExampleAssets/Prefabs/Props.prefab.meta
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793Assets/ExampleAssets/Prefabs/Workbench.prefab
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7Assets/ExampleAssets/Prefabs/Workbench.prefab.meta
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436Assets/ExampleAssets/Prefabs/Workbench_LOD0.prefab
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7Assets/ExampleAssets/Prefabs/Workbench_LOD0.prefab.meta
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436Assets/ExampleAssets/Prefabs/Workbench_LOD1.prefab
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7Assets/ExampleAssets/Prefabs/Workbench_LOD1.prefab.meta
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427Assets/ExampleAssets/Prefabs/Workshop Set.prefab
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8Assets/ExampleAssets/Prefabs/Workshop Set.prefab.meta
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337Assets/ExampleAssets/Shaders/Paint1G_WAnim_Shader.shadergraph
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10Assets/ExampleAssets/Shaders/Paint1G_WAnim_Shader.shadergraph.meta
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1001Assets/ExampleAssets/Textures/Concrete/Ground_Albedo.tif
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130Assets/ExampleAssets/Textures/Concrete/Ground_Albedo.tif.meta
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1001Assets/ExampleAssets/Textures/Concrete/Ground_MetallicOcculusionSmoothness.tif
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130Assets/ExampleAssets/Textures/Concrete/Ground_MetallicOcculusionSmoothness.tif.meta
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1001Assets/ExampleAssets/Textures/Concrete/Ground_Normal.tif
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130Assets/ExampleAssets/Textures/Concrete/Ground_Normal.tif.meta
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8Assets/ExampleAssets/Textures/Concrete.meta
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554Assets/ExampleAssets/Textures/Drywall/Drywall_Albedo.tif
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130Assets/ExampleAssets/Textures/Drywall/Drywall_Albedo.tif.meta
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1001Assets/ExampleAssets/Textures/Drywall/Drywall_AlbedoSmoothness.tif
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130Assets/ExampleAssets/Textures/Drywall/Drywall_AlbedoSmoothness.tif.meta
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760Assets/ExampleAssets/Textures/Drywall/Drywall_Normal.tif
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130Assets/ExampleAssets/Textures/Drywall/Drywall_Normal.tif.meta
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1001Assets/ExampleAssets/Textures/Drywall/DrywallPainted_Normal.tif
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130Assets/ExampleAssets/Textures/Drywall/DrywallPainted_Normal.tif.meta
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8Assets/ExampleAssets/Textures/Drywall.meta
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434Assets/ExampleAssets/Textures/Metal/Metal_Albedo.tif
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130Assets/ExampleAssets/Textures/Metal/Metal_Albedo.tif.meta
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622Assets/ExampleAssets/Textures/Metal/Metal_MetallicSmoothness.tif
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130Assets/ExampleAssets/Textures/Metal/Metal_MetallicSmoothness.tif.meta
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269Assets/ExampleAssets/Textures/Metal/Metal_Normal.tif
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130Assets/ExampleAssets/Textures/Metal/Metal_Normal.tif.meta
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8Assets/ExampleAssets/Textures/Metal.meta
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1001Assets/ExampleAssets/Textures/Plastic/Elastic_MetallicOcculusionSmoothness.tif
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130Assets/ExampleAssets/Textures/Plastic/Elastic_MetallicOcculusionSmoothness.tif.meta
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1001Assets/ExampleAssets/Textures/Plastic/Elastic_Normal.tif
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130Assets/ExampleAssets/Textures/Plastic/Elastic_Normal.tif.meta
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822Assets/ExampleAssets/Textures/Plastic/Plastic_AlbedoSmoothness.tif
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130Assets/ExampleAssets/Textures/Plastic/Plastic_AlbedoSmoothness.tif.meta
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603Assets/ExampleAssets/Textures/Plastic/Plastic_Normal.tif
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130Assets/ExampleAssets/Textures/Plastic/Plastic_Normal.tif.meta
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869Assets/ExampleAssets/Textures/Plastic/PlasticRidges_Albedo.tif
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130Assets/ExampleAssets/Textures/Plastic/PlasticRidges_Albedo.tif.meta
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1001Assets/ExampleAssets/Textures/Plastic/PlasticRidges_MetallicOcculusionSmoothness.tif
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130Assets/ExampleAssets/Textures/Plastic/PlasticRidges_MetallicOcculusionSmoothness.tif.meta
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640Assets/ExampleAssets/Textures/Plastic/PlasticRidges_Normal.tif
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130Assets/ExampleAssets/Textures/Plastic/PlasticRidges_Normal.tif.meta
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728Assets/ExampleAssets/Textures/Plastic/PlasticRough_Albedo.tif
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130Assets/ExampleAssets/Textures/Plastic/PlasticRough_Albedo.tif.meta
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1001Assets/ExampleAssets/Textures/Plastic/PlasticRough_MetallicOcculusionSmoothness.tif
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130Assets/ExampleAssets/Textures/Plastic/PlasticRough_MetallicOcculusionSmoothness.tif.meta
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8Assets/ExampleAssets/Textures/Plastic.meta
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#if ENABLE_INPUT_SYSTEM
|
|||
using UnityEngine.InputSystem; |
|||
#endif
|
|||
|
|||
using UnityEngine; |
|||
|
|||
namespace UnityTemplateProjects |
|||
{ |
|||
public class SimpleCameraController : MonoBehaviour |
|||
{ |
|||
class CameraState |
|||
{ |
|||
public float yaw; |
|||
public float pitch; |
|||
public float roll; |
|||
public float x; |
|||
public float y; |
|||
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) |
|||
{ |
|||
Vector3 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); |
|||
} |
|||
} |
|||
|
|||
CameraState m_TargetCameraState = new CameraState(); |
|||
CameraState m_InterpolatingCameraState = new CameraState(); |
|||
|
|||
[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 = false; |
|||
|
|||
#if ENABLE_INPUT_SYSTEM
|
|||
InputAction movementAction; |
|||
InputAction verticalMovementAction; |
|||
InputAction lookAction; |
|||
InputAction boostFactorAction; |
|||
bool mouseRightButtonPressed; |
|||
|
|||
void Start() |
|||
{ |
|||
var map = new InputActionMap("Simple Camera Controller"); |
|||
|
|||
lookAction = map.AddAction("look", binding: "<Mouse>/delta"); |
|||
movementAction = map.AddAction("move", binding: "<Gamepad>/leftStick"); |
|||
verticalMovementAction = map.AddAction("Vertical Movement"); |
|||
boostFactorAction = map.AddAction("Boost Factor", binding: "<Mouse>/scroll"); |
|||
|
|||
lookAction.AddBinding("<Gamepad>/rightStick").WithProcessor("scaleVector2(x=15, y=15)"); |
|||
movementAction.AddCompositeBinding("Dpad") |
|||
.With("Up", "<Keyboard>/w") |
|||
.With("Up", "<Keyboard>/upArrow") |
|||
.With("Down", "<Keyboard>/s") |
|||
.With("Down", "<Keyboard>/downArrow") |
|||
.With("Left", "<Keyboard>/a") |
|||
.With("Left", "<Keyboard>/leftArrow") |
|||
.With("Right", "<Keyboard>/d") |
|||
.With("Right", "<Keyboard>/rightArrow"); |
|||
verticalMovementAction.AddCompositeBinding("Dpad") |
|||
.With("Up", "<Keyboard>/pageUp") |
|||
.With("Down", "<Keyboard>/pageDown") |
|||
.With("Up", "<Keyboard>/e") |
|||
.With("Down", "<Keyboard>/q") |
|||
.With("Up", "<Gamepad>/rightshoulder") |
|||
.With("Down", "<Gamepad>/leftshoulder"); |
|||
boostFactorAction.AddBinding("<Gamepad>/Dpad").WithProcessor("scaleVector2(x=1, y=4)"); |
|||
|
|||
movementAction.Enable(); |
|||
lookAction.Enable(); |
|||
verticalMovementAction.Enable(); |
|||
boostFactorAction.Enable(); |
|||
} |
|||
#endif
|
|||
|
|||
void OnEnable() |
|||
{ |
|||
m_TargetCameraState.SetFromTransform(transform); |
|||
m_InterpolatingCameraState.SetFromTransform(transform); |
|||
} |
|||
|
|||
Vector3 GetInputTranslationDirection() |
|||
{ |
|||
Vector3 direction = Vector3.zero; |
|||
#if ENABLE_INPUT_SYSTEM
|
|||
var moveDelta = movementAction.ReadValue<Vector2>(); |
|||
direction.x = moveDelta.x; |
|||
direction.z = moveDelta.y; |
|||
direction.y = verticalMovementAction.ReadValue<Vector2>().y; |
|||
#else
|
|||
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; |
|||
} |
|||
#endif
|
|||
return direction; |
|||
} |
|||
|
|||
void Update() |
|||
{ |
|||
// Exit Sample
|
|||
|
|||
if (IsEscapePressed()) |
|||
{ |
|||
Application.Quit(); |
|||
#if UNITY_EDITOR
|
|||
UnityEditor.EditorApplication.isPlaying = false; |
|||
#endif
|
|||
} |
|||
|
|||
// Hide and lock cursor when right mouse button pressed
|
|||
if (IsRightMouseButtonDown()) |
|||
{ |
|||
Cursor.lockState = CursorLockMode.Locked; |
|||
} |
|||
|
|||
// Unlock and show cursor when right mouse button released
|
|||
if (IsRightMouseButtonUp()) |
|||
{ |
|||
Cursor.visible = true; |
|||
Cursor.lockState = CursorLockMode.None; |
|||
} |
|||
|
|||
// Rotation
|
|||
if (IsCameraRotationAllowed()) |
|||
{ |
|||
var mouseMovement = GetInputLookRotation() * Time.deltaTime * 5; |
|||
if (invertY) |
|||
mouseMovement.y = -mouseMovement.y; |
|||
|
|||
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 (IsBoostPressed()) |
|||
{ |
|||
translation *= 10.0f; |
|||
} |
|||
|
|||
// Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
|
|||
boost += GetBoostFactor(); |
|||
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); |
|||
} |
|||
|
|||
float GetBoostFactor() |
|||
{ |
|||
#if ENABLE_INPUT_SYSTEM
|
|||
return boostFactorAction.ReadValue<Vector2>().y * 0.01f; |
|||
#else
|
|||
return Input.mouseScrollDelta.y * 0.2f; |
|||
#endif
|
|||
} |
|||
|
|||
Vector2 GetInputLookRotation() |
|||
{ |
|||
#if ENABLE_INPUT_SYSTEM
|
|||
return lookAction.ReadValue<Vector2>(); |
|||
#else
|
|||
return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")) * 10; |
|||
#endif
|
|||
} |
|||
|
|||
bool IsBoostPressed() |
|||
{ |
|||
#if ENABLE_INPUT_SYSTEM
|
|||
bool boost = Keyboard.current != null ? Keyboard.current.leftShiftKey.isPressed : false; |
|||
boost |= Gamepad.current != null ? Gamepad.current.xButton.isPressed : false; |
|||
return boost; |
|||
#else
|
|||
return Input.GetKey(KeyCode.LeftShift); |
|||
#endif
|
|||
|
|||
} |
|||
|
|||
bool IsEscapePressed() |
|||
{ |
|||
#if ENABLE_INPUT_SYSTEM
|
|||
return Keyboard.current != null ? Keyboard.current.escapeKey.isPressed : false; |
|||
#else
|
|||
return Input.GetKey(KeyCode.Escape); |
|||
#endif
|
|||
} |
|||
|
|||
bool IsCameraRotationAllowed() |
|||
{ |
|||
#if ENABLE_INPUT_SYSTEM
|
|||
bool canRotate = Mouse.current != null ? Mouse.current.rightButton.isPressed : false; |
|||
canRotate |= Gamepad.current != null ? Gamepad.current.rightStick.ReadValue().magnitude > 0 : false; |
|||
return canRotate; |
|||
#else
|
|||
return Input.GetMouseButton(1); |
|||
#endif
|
|||
} |
|||
|
|||
bool IsRightMouseButtonDown() |
|||
{ |
|||
#if ENABLE_INPUT_SYSTEM
|
|||
return Mouse.current != null ? Mouse.current.rightButton.isPressed : false; |
|||
#else
|
|||
return Input.GetMouseButtonDown(1); |
|||
#endif
|
|||
} |
|||
|
|||
bool IsRightMouseButtonUp() |
|||
{ |
|||
#if ENABLE_INPUT_SYSTEM
|
|||
return Mouse.current != null ? !Mouse.current.rightButton.isPressed : false; |
|||
#else
|
|||
return Input.GetMouseButtonUp(1); |
|||
#endif
|
|||
} |
|||
|
|||
} |
|||
|
|||
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|
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II* � " * � : J R ( 1 " |