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98 行
2.7 KiB
98 行
2.7 KiB
using System;
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using UnityEngine;
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using Cinemachine;
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using System.Collections;
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public class CameraManager : MonoBehaviour
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{
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public InputReader inputReader;
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public Camera mainCamera;
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public CinemachineFreeLook freeLookVCam;
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private bool _isRMBPressed;
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[SerializeField, Range(.5f, 3f)]
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private float _speedMultiplier = 1f; //TODO: make this modifiable in the game settings
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[SerializeField] private TransformAnchor _cameraTransformAnchor = default;
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[Header("Listening on channels")]
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[Tooltip("The CameraManager listens to this event, fired by objects in any scene, to adapt camera position")]
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[SerializeField] private TransformEventChannelSO _frameObjectChannel = default;
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private bool _cameraMovementLock = false;
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public void SetupProtagonistVirtualCamera(Transform target)
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{
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freeLookVCam.Follow = target;
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freeLookVCam.LookAt = target;
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}
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private void OnEnable()
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{
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inputReader.cameraMoveEvent += OnCameraMove;
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inputReader.enableMouseControlCameraEvent += OnEnableMouseControlCamera;
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inputReader.disableMouseControlCameraEvent += OnDisableMouseControlCamera;
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if (_frameObjectChannel != null)
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_frameObjectChannel.OnEventRaised += OnFrameObjectEvent;
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_cameraTransformAnchor.Transform = mainCamera.transform;
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}
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private void OnDisable()
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{
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inputReader.cameraMoveEvent -= OnCameraMove;
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inputReader.enableMouseControlCameraEvent -= OnEnableMouseControlCamera;
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inputReader.disableMouseControlCameraEvent -= OnDisableMouseControlCamera;
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if (_frameObjectChannel != null)
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_frameObjectChannel.OnEventRaised -= OnFrameObjectEvent;
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}
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private void OnEnableMouseControlCamera()
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{
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_isRMBPressed = true;
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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StartCoroutine(DisableMouseControlForFrame());
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}
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IEnumerator DisableMouseControlForFrame()
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{
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_cameraMovementLock = true;
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yield return new WaitForEndOfFrame();
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_cameraMovementLock = false;
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}
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private void OnDisableMouseControlCamera()
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{
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_isRMBPressed = false;
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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// when mouse control is disabled, the input needs to be cleared
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// or the last frame's input will 'stick' until the action is invoked again
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freeLookVCam.m_XAxis.m_InputAxisValue = 0;
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freeLookVCam.m_YAxis.m_InputAxisValue = 0;
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}
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private void OnCameraMove(Vector2 cameraMovement, bool isDeviceMouse)
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{
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if (_cameraMovementLock)
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return;
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if (isDeviceMouse && !_isRMBPressed)
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return;
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freeLookVCam.m_XAxis.m_InputAxisValue = cameraMovement.x * Time.smoothDeltaTime * _speedMultiplier;
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freeLookVCam.m_YAxis.m_InputAxisValue = cameraMovement.y * Time.smoothDeltaTime * _speedMultiplier;
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}
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private void OnFrameObjectEvent(Transform value)
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{
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SetupProtagonistVirtualCamera(value);
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}
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}
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