free rotate camera

This commit is contained in:
2026-05-13 21:01:50 -05:00
parent aee3fe9ea7
commit 8fef9c25d7
10 changed files with 262 additions and 46 deletions
+94 -12
View File
@@ -2,17 +2,46 @@
using System.Linq;
using Unity.VisualScripting;
using UnityEngine;
using static UnityEngine.GraphicsBuffer;
public class CameraController : MonoBehaviour
{
public float camTargetRotation { get; private set; } = 0;
public CameraControlMode CamControlMode { get; private set; } = CameraControlMode.SnapRotate;
public Camera MainCamera;
private bool isCamRotating = false;
[Header("Free Cam Settings")]
public float mouseSensitivity = 200f;
public float minPitch = -30f;
public float maxPitch = 60f;
public float distance = 6f;
public float heightOffset = -0.5f;
public float followSpeed = 10f;
public float maxZoom = 6f;
public float minZoom = 1f;
private float zoom = 2.3f;
private float yaw;
private float pitch;
public Transform playerCamHome;
Transform dougBody;
private void Update()
{
HandleCamRotation();
if (Input.GetMouseButton(1))
{
HandleFreeCamRotation();
}
}
void Start()
{
Vector3 angles = transform.eulerAngles;
yaw = angles.y;
pitch = angles.x;
}
/// <summary>
@@ -31,26 +60,27 @@ public void RotateCam()
/// <summary>
/// Set cam rotation immediately
/// </summary>
public void SnapToRotation(float rotation)
void SnapToRotation(float rotation)
{
playerCamHome.RotateAround(
transform.position,
Vector3.up,
rotation
);
if (CamControlMode == CameraControlMode.SnapRotate)
{
playerCamHome.RotateAround(
transform.position,
Vector3.up,
rotation
);
camTargetRotation = rotation;
camTargetRotation = rotation;
}
}
/// <summary>
/// Move cam to desired rotation (every frame)
/// </summary>
void HandleCamRotation()
void HandleSnapCamRotation()
{
float currentY = playerCamHome.transform.rotation.eulerAngles.y;
float step = 200 * Time.deltaTime;
float newY = Mathf.MoveTowardsAngle(currentY, camTargetRotation, step);
playerCamHome.RotateAround(
@@ -64,4 +94,56 @@ void HandleCamRotation()
isCamRotating = false;
}
}
/// <summary>
/// Move cam to desired free rotation (every frame)
/// </summary>
void HandleFreeCamRotation()
{
if (dougBody == null)
{
dougBody = GameManager.Instance.PlayerController.DougBody.transform;
}
Vector3 target = new Vector3(dougBody.position.x, dougBody.position.y + heightOffset, dougBody.position.z);
// Mouse Input
float mouseX = Input.GetAxis("Mouse X");
float mouseY = Input.GetAxis("Mouse Y");
yaw += mouseX * mouseSensitivity * Time.deltaTime;
pitch -= mouseY * mouseSensitivity * Time.deltaTime;
pitch = Mathf.Clamp(pitch, minPitch, maxPitch);
// Zoom
float scroll = Input.GetAxis("Mouse ScrollWheel");
zoom -= scroll * 2f;
zoom = Mathf.Clamp(zoom, minZoom, maxZoom);
MainCamera.orthographicSize = zoom;
// Rotation
Quaternion rotation = Quaternion.Euler(pitch, yaw, 0);
// Desired Position
Vector3 offset = rotation * Vector3.forward * -distance;
Vector3 desiredPosition = target + offset;
// Smooth Follow
playerCamHome.transform.position = Vector3.Lerp(
playerCamHome.transform.position,
desiredPosition,
followSpeed * Time.deltaTime
);
// Look at player
playerCamHome.transform.LookAt(target + Vector3.up);
}
}
public enum CameraControlMode
{
SnapRotate,
FreeRotate
}
+1 -12
View File
@@ -47,6 +47,7 @@ void Update()
{
if (!paused)
{
Cursor.lockState = CursorLockMode.None;
Time.timeScale = 0;
canUseTools = false;
hasControl = false;
@@ -73,18 +74,6 @@ void Update()
CheckWeaponChange();
ApplyWalk();
// TODO: This is just for testing, remove or clean up if used
if (Input.GetKeyDown(KeyCode.Q))
{
cameraController.RotateCam();
}
// TODO: Add actual save feature later, this is just for test
if (Input.GetKeyDown(KeyCode.I))
{
SaveSystem.Save();
}
}
if (canUseTools)
@@ -10,7 +10,6 @@ public class PlayerManager : MonoBehaviour
public void SavePlayerData(ref PlayerSaveData data)
{
data.activeToolIndex = GameManager.Instance.PlayerManager.CurrentToolIndex;
data.camRotation = GameManager.Instance.PlayerController.cameraController.camTargetRotation;
data.dougPosition = GameManager.Instance.PlayerController.transform.position;
data.currentScene = SceneManager.GetActiveScene().name;
}
@@ -24,7 +23,6 @@ public void LoadPlayerData(PlayerSaveData data)
else
{
GameManager.Instance.PlayerManager.CurrentToolIndex = data.activeToolIndex;
GameManager.Instance.PlayerController.cameraController.SnapToRotation(data.camRotation);
GameManager.Instance.PlayerController.transform.position = data.dougPosition;
}
}
@@ -35,7 +33,6 @@ public void LoadPlayerData(PlayerSaveData data)
public struct PlayerSaveData
{
public int activeToolIndex;
public float camRotation;
public Vector3 dougPosition;
public string currentScene;
}