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113 行
3.6 KiB
113 行
3.6 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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public CinemachineImpulseSource impulseSource;
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private bool _isRMBPressed;
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[SerializeField][Range(.5f, 3f)] 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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[SerializeField] private TransformAnchor _protagonistTransformAnchor = default;
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[Header("Listening on channels")]
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[Tooltip("The CameraManager listens to this event, fired by protagonist GettingHit state, to shake camera")]
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[SerializeField] private VoidEventChannelSO _camShakeEvent = default;
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private bool _cameraMovementLock = false;
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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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_protagonistTransformAnchor.OnAnchorProvided += SetupProtagonistVirtualCamera;
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_camShakeEvent.OnEventRaised += impulseSource.GenerateImpulse;
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_cameraTransformAnchor.Provide(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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_protagonistTransformAnchor.OnAnchorProvided -= SetupProtagonistVirtualCamera;
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_camShakeEvent.OnEventRaised -= impulseSource.GenerateImpulse;
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_cameraTransformAnchor.Unset();
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}
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private void Start()
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{
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//Setup the camera target if the protagonist is already available
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if(_protagonistTransformAnchor.isSet)
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SetupProtagonistVirtualCamera();
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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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//Using a "fixed delta time" if the device is mouse,
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//since for the mouse we don't have to account for frame duration
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float deviceMultiplier = isDeviceMouse ? 0.02f : Time.deltaTime;
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freeLookVCam.m_XAxis.m_InputAxisValue = cameraMovement.x * deviceMultiplier * _speedMultiplier;
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freeLookVCam.m_YAxis.m_InputAxisValue = cameraMovement.y * deviceMultiplier * _speedMultiplier;
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}
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/// <summary>
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/// Provides Cinemachine with its target, taken from the TransformAnchor SO containing a reference to the player's Transform component.
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/// This method is called every time the player is reinstantiated.
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/// </summary>
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public void SetupProtagonistVirtualCamera()
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{
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Transform target = _protagonistTransformAnchor.Value;
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freeLookVCam.Follow = target;
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freeLookVCam.LookAt = target;
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freeLookVCam.OnTargetObjectWarped(target, target.position - freeLookVCam.transform.position - Vector3.forward);
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}
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}
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