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182 行
6.3 KiB
182 行
6.3 KiB
#if ENABLE_INPUT_SYSTEM && ENABLE_INPUT_SYSTEM_PACKAGE
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#define USE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.Controls;
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#endif
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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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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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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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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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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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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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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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CameraState m_TargetCameraState = new CameraState();
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CameraState m_InterpolatingCameraState = new CameraState();
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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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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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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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[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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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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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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void Update()
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{
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Vector3 translation = Vector3.zero;
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#if ENABLE_LEGACY_INPUT_MANAGER
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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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}
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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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// Unlock and show cursor when right mouse button released
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if (Input.GetMouseButtonUp(1))
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{
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Cursor.visible = true;
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Cursor.lockState = CursorLockMode.None;
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}
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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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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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// Translation
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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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// 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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#elif USE_INPUT_SYSTEM
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// TODO: make the new input system work
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#endif
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m_TargetCameraState.Translate(translation);
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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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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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}
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