302 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C#
		
	
	
	
			
		
		
	
	
			302 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C#
		
	
	
	
| #if ENABLE_INPUT_SYSTEM
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| using UnityEngine.InputSystem;
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| #endif
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| 
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| using UnityEngine;
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|         const float k_MouseSensitivityMultiplier = 0.01f;
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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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| 
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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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| 
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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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| 
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|         [Header("Rotation Settings")]
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|         [Tooltip("Multiplier for the sensitivity of the rotation.")]
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|         public float mouseSensitivity = 60.0f;
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| 
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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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| 
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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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| 
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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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| 
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| #if ENABLE_INPUT_SYSTEM
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|         InputAction movementAction;
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|         InputAction verticalMovementAction;
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|         InputAction lookAction;
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|         InputAction boostFactorAction;
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|         bool        mouseRightButtonPressed;
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| 
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|         void Start()
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|         {
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|             var map = new InputActionMap("Simple Camera Controller");
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| 
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|             lookAction = map.AddAction("look", binding: "<Mouse>/delta");
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|             movementAction = map.AddAction("move", binding: "<Gamepad>/leftStick");
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|             verticalMovementAction = map.AddAction("Vertical Movement");
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|             boostFactorAction = map.AddAction("Boost Factor", binding: "<Mouse>/scroll");
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| 
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|             lookAction.AddBinding("<Gamepad>/rightStick").WithProcessor("scaleVector2(x=15, y=15)");
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|             movementAction.AddCompositeBinding("Dpad")
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|                 .With("Up", "<Keyboard>/w")
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|                 .With("Up", "<Keyboard>/upArrow")
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|                 .With("Down", "<Keyboard>/s")
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|                 .With("Down", "<Keyboard>/downArrow")
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|                 .With("Left", "<Keyboard>/a")
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|                 .With("Left", "<Keyboard>/leftArrow")
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|                 .With("Right", "<Keyboard>/d")
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|                 .With("Right", "<Keyboard>/rightArrow");
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|             verticalMovementAction.AddCompositeBinding("Dpad")
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|                 .With("Up", "<Keyboard>/pageUp")
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|                 .With("Down", "<Keyboard>/pageDown")
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|                 .With("Up", "<Keyboard>/e")
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|                 .With("Down", "<Keyboard>/q")
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|                 .With("Up", "<Gamepad>/rightshoulder")
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|                 .With("Down", "<Gamepad>/leftshoulder");
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|             boostFactorAction.AddBinding("<Gamepad>/Dpad").WithProcessor("scaleVector2(x=1, y=4)");
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| 
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|             movementAction.Enable();
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|             lookAction.Enable();
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|             verticalMovementAction.Enable();
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|             boostFactorAction.Enable();
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|         }
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| 
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| #endif
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| 
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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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| 
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|         Vector3 GetInputTranslationDirection()
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|         {
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|             Vector3 direction = Vector3.zero;
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| #if ENABLE_INPUT_SYSTEM
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|             var moveDelta = movementAction.ReadValue<Vector2>();
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|             direction.x = moveDelta.x;
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|             direction.z = moveDelta.y;
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|             direction.y = verticalMovementAction.ReadValue<Vector2>().y;
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| #else
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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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| #endif
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|             return direction;
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|         }
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| 
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|         void Update()
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|         {
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|             // Exit Sample
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| 
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|             if (IsEscapePressed())
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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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| 
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|             // Hide and lock cursor when right mouse button pressed
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|             if (IsRightMouseButtonDown())
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|             {
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|                 Cursor.lockState = CursorLockMode.Locked;
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|             }
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| 
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|             // Unlock and show cursor when right mouse button released
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|             if (IsRightMouseButtonUp())
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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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| 
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|             // Rotation
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|             if (IsCameraRotationAllowed())
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|             {
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|                 var mouseMovement = GetInputLookRotation() * k_MouseSensitivityMultiplier * mouseSensitivity;
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|                 if (invertY)
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|                     mouseMovement.y = -mouseMovement.y;
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| 
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|                 var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
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| 
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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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| 
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|             // Translation
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|             var translation = GetInputTranslationDirection() * Time.deltaTime;
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| 
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|             // Speed up movement when shift key held
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|             if (IsBoostPressed())
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|             {
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|                 translation *= 10.0f;
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|             }
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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 += GetBoostFactor();
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|             translation *= Mathf.Pow(2.0f, boost);
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| 
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|             m_TargetCameraState.Translate(translation);
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| 
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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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| 
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|             m_InterpolatingCameraState.UpdateTransform(transform);
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|         }
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| 
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|         float GetBoostFactor()
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|         {
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| #if ENABLE_INPUT_SYSTEM
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|             return boostFactorAction.ReadValue<Vector2>().y * 0.01f;
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| #else
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|             return Input.mouseScrollDelta.y * 0.01f;
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| #endif
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|         }
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| 
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|         Vector2 GetInputLookRotation()
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|         {
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|             // try to compensate the diff between the two input systems by multiplying with empirical values
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| #if ENABLE_INPUT_SYSTEM
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|             var delta = lookAction.ReadValue<Vector2>();
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|             delta *= 0.5f; // Account for scaling applied directly in Windows code by old input system.
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|             delta *= 0.1f; // Account for sensitivity setting on old Mouse X and Y axes.
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|             return delta;
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| #else
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|             return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
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| #endif
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|         }
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| 
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|         bool IsBoostPressed()
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|         {
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| #if ENABLE_INPUT_SYSTEM
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|             bool boost = Keyboard.current != null ? Keyboard.current.leftShiftKey.isPressed : false;
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|             boost |= Gamepad.current != null ? Gamepad.current.xButton.isPressed : false;
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|             return boost;
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| #else
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|             return Input.GetKey(KeyCode.LeftShift);
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| #endif
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|         }
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| 
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|         bool IsEscapePressed()
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|         {
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| #if ENABLE_INPUT_SYSTEM
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|             return Keyboard.current != null ? Keyboard.current.escapeKey.isPressed : false;
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| #else
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|             return Input.GetKey(KeyCode.Escape);
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| #endif
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|         }
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| 
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|         bool IsCameraRotationAllowed()
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|         {
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| #if ENABLE_INPUT_SYSTEM
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|             bool canRotate = Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
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|             canRotate |= Gamepad.current != null ? Gamepad.current.rightStick.ReadValue().magnitude > 0 : false;
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|             return canRotate;
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| #else
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|             return Input.GetMouseButton(1);
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| #endif
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|         }
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| 
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|         bool IsRightMouseButtonDown()
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|         {
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| #if ENABLE_INPUT_SYSTEM
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|             return Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
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| #else
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|             return Input.GetMouseButtonDown(1);
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| #endif
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|         }
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| 
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|         bool IsRightMouseButtonUp()
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|         {
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| #if ENABLE_INPUT_SYSTEM
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|             return Mouse.current != null ? !Mouse.current.rightButton.isPressed : false;
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| #else
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|             return Input.GetMouseButtonUp(1);
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| #endif
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|         }
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|     }
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| }
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