initial room transitioning

This commit is contained in:
2026-02-27 23:55:04 -06:00
parent 41d3e38870
commit 6052d0a2ce
22 changed files with 4683 additions and 18912 deletions
+33 -121
View File
@@ -5,137 +5,49 @@
public class CameraController : MonoBehaviour
{
private bool isTracking = false; // don't track when parented
private bool returningHome = false; // cam is on its way home
public float baseCamSize = 7; // this is how "zoomed" the ortho cam is
private float camMovementTime = 0.9f; // how much time to switch cam positions
private float camTargetRotation = 0;
private bool isCamRotating = false;
public Transform playerCamHome;
private float moveSpeed;
private float zoomSpeed;
public Transform playerCamHome; // camera's home base
public GameObject cameraObj;
private Camera cameraComponent;
private Vector3 currentCamPosition;
private float desiredCamSize;
private int positionsSet = 0; // this keeps track of how many cam zones we're in
private float timeReturningHome = 0; // how long has the cam been moving home
private List<StaticCamRoom> roomsActive;
public void SetCurrentPosition(Vector3 currentCamPosition, float desiredCamSize)
private void Update()
{
positionsSet++; // we have entered a cam zone
HandleCamRotation();
}
if (currentCamPosition != this.currentCamPosition)
/// <summary>
/// Trigger cam rotation
/// </summary>
public void RotateCam()
{
if (!isCamRotating)
{
cameraObj.transform.parent = null;
float distanceToMove = Vector3.Distance(this.currentCamPosition, currentCamPosition);
float amountToZoom = Mathf.Abs(this.desiredCamSize - desiredCamSize);
moveSpeed = distanceToMove / camMovementTime;
zoomSpeed = amountToZoom / camMovementTime;
isTracking = true;
returningHome = false;
this.currentCamPosition = currentCamPosition;
this.desiredCamSize = desiredCamSize;
float currentY = playerCamHome.transform.rotation.eulerAngles.y;
camTargetRotation = currentY + 90f;
isCamRotating = true;
}
}
public void ReturnCameraToHome()
/// <summary>
/// Move cam to desired rotation (every frame)
/// </summary>
void HandleCamRotation()
{
positionsSet--; // we have exited a cam zone
float currentY = playerCamHome.transform.rotation.eulerAngles.y;
// if this number is greater than 1, we have left a zone but are still in another
if (positionsSet <= 0)
float step = 200 * Time.deltaTime;
float newY = Mathf.MoveTowardsAngle(currentY, camTargetRotation, step);
playerCamHome.RotateAround(
transform.position,
Vector3.up,
newY - currentY
);
if (Mathf.Abs(Mathf.DeltaAngle(newY, camTargetRotation)) < 0.01f)
{
positionsSet = 0;
float distanceToMove = Vector3.Distance(this.currentCamPosition, playerCamHome.position);
float amountToZoom = Mathf.Abs(this.desiredCamSize - baseCamSize);
moveSpeed = distanceToMove / camMovementTime;
zoomSpeed = amountToZoom / camMovementTime;
isTracking = false;
returningHome = true;
currentCamPosition = playerCamHome.position;
desiredCamSize = baseCamSize;
}
else
{
positionsSet--;
SetCurrentPosition(roomsActive[roomsActive.Count - 1].camPosition.position, roomsActive[roomsActive.Count - 1].camZoom);
}
}
public void AddToRoomsActive(StaticCamRoom room)
{
roomsActive.Add(room);
room.RoomEnter();
}
public void RemoveFromRoomsActive(StaticCamRoom room)
{
List<Transform> wallsToKeep = new List<Transform>();
roomsActive.Remove(room);
foreach (StaticCamRoom staticCamRoom in roomsActive)
{
wallsToKeep.AddRange(staticCamRoom.objectsToHide);
}
room.RoomExit(wallsToKeep);
}
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
cameraComponent = cameraObj.GetComponent<Camera>();
roomsActive = new List<StaticCamRoom>();
ReturnCameraToHome();
}
// Update is called once per frame
void Update()
{
if (isTracking)
{
cameraObj.transform.position = Vector3.MoveTowards(cameraObj.transform.position, currentCamPosition, Time.deltaTime * moveSpeed);
cameraComponent.orthographicSize = Mathf.MoveTowards(cameraComponent.orthographicSize, desiredCamSize, Time.deltaTime * zoomSpeed);
}
if (returningHome)
{
currentCamPosition = playerCamHome.position;
// Speed up cam if we've been returning home longer than a certain amount
if (timeReturningHome > 1.0f)
{
cameraObj.transform.position = Vector3.MoveTowards(cameraObj.transform.position, currentCamPosition, Time.deltaTime * moveSpeed * 1.5f);
cameraComponent.orthographicSize = Mathf.MoveTowards(cameraComponent.orthographicSize, desiredCamSize, Time.deltaTime * zoomSpeed * 1.5f);
}
else
{
cameraObj.transform.position = Vector3.MoveTowards(cameraObj.transform.position, currentCamPosition, Time.deltaTime * moveSpeed);
cameraComponent.orthographicSize = Mathf.MoveTowards(cameraComponent.orthographicSize, desiredCamSize, Time.deltaTime * zoomSpeed);
}
if (Vector3.Distance(cameraObj.transform.position, currentCamPosition) < 0.1f)
{
cameraObj.transform.parent = playerCamHome;
cameraObj.transform.localPosition = Vector3.zero;
cameraComponent.orthographicSize = baseCamSize;
returningHome = false;
}
timeReturningHome += Time.deltaTime;
}
else
{
timeReturningHome = 0;
isCamRotating = false;
}
}
}