dithering, close cam, rain

This commit is contained in:
2026-05-17 21:23:31 -05:00
parent 0e652c6cc0
commit 9948d82dc7
8 changed files with 193 additions and 76 deletions
+103 -16
View File
@@ -2,6 +2,7 @@
using System.Linq;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UIElements;
using static Unity.Cinemachine.CinemachineTargetGroup;
using static UnityEngine.GraphicsBuffer;
@@ -13,21 +14,28 @@ public class CameraController : MonoBehaviour
private bool isCamRotating = false;
[Header("Free Cam Settings")]
[Header("Rotation")]
public float mouseSensitivity = 200f;
public float minPitch = -30f;
public float maxPitch = 60f;
public float distance = 5f;
public float heightOffset = -0.5f;
private float yaw;
private float pitch;
[Header("Zoom")]
public float followSpeed = 10f;
public float maxDistance = 6f;
public float minDistance = 1f;
public float zoomSpeed = 5f;
private float yaw;
private float pitch;
public float heightOffset = -0.5f;
private float currentDistance;
private float distanceVelocity;
[Header("Collision")]
public float collisionRadius = 0.3f;
public float collisionOffset = 0.2f;
public LayerMask collisionMask;
[Header("Occlusion Settings")]
public LayerMask obstructionMask;
public float fadedAlpha = 0.25f;
@@ -51,11 +59,15 @@ private void Update()
{
HandleFreeCamRotation();
}
else
{
CamAvoidCollisions();
}
}
void Start()
{
Vector3 angles = transform.eulerAngles;
Vector3 angles = playerCamHome.transform.eulerAngles;
yaw = angles.y;
pitch = angles.x;
@@ -120,10 +132,10 @@ void HandleFreeCamRotation()
{
if (dougBody == null)
{
if (GameManager.Instance.PlayerController.DougBody == null)
if (GameManager.Instance.PlayerController.DougBody != null)
dougBody = GameManager.Instance.PlayerController.DougBody.transform;
else
return;
dougBody = GameManager.Instance.PlayerController.DougBody.transform;
}
Vector3 target = new Vector3(dougBody.position.x, dougBody.position.y + heightOffset, dougBody.position.z);
@@ -137,6 +149,9 @@ void HandleFreeCamRotation()
pitch = Mathf.Clamp(pitch, minPitch, maxPitch);
// Rotation
Quaternion rotation = Quaternion.Euler(pitch, yaw, 0);
// Zoom
float scroll = Input.GetAxis("Mouse ScrollWheel");
@@ -152,13 +167,87 @@ void HandleFreeCamRotation()
ref distanceVelocity,
0.05f);
// Rotation
Quaternion rotation = Quaternion.Euler(pitch, yaw, 0);
float adjustedDistance = currentDistance;
Vector3 desiredDirection =
rotation * Vector3.back;
// Camera obstruction handling
if (Physics.SphereCast(
target,
collisionRadius,
desiredDirection,
out RaycastHit hit,
currentDistance,
collisionMask,
QueryTriggerInteraction.Ignore))
{
adjustedDistance =
Mathf.Max(
hit.distance - collisionOffset,
minDistance);
}
// Desired Position
Vector3 offset = rotation * Vector3.forward * -currentDistance;
Vector3 offset = rotation * Vector3.forward * -adjustedDistance;
Vector3 desiredPosition = target + offset;
if (desiredPosition.y < dougBody.position.y)
{
desiredPosition.y = dougBody.position.y;
}
// Smooth Follow
playerCamHome.transform.position = Vector3.Lerp(
playerCamHome.transform.position,
desiredPosition,
followSpeed * Time.deltaTime
);
// Look at player
playerCamHome.transform.LookAt(target + Vector3.up);
}
void CamAvoidCollisions()
{
if (dougBody == null)
{
if (GameManager.Instance.PlayerController.DougBody != null)
dougBody = GameManager.Instance.PlayerController.DougBody.transform;
else
return;
}
Vector3 target = new Vector3(dougBody.position.x, dougBody.position.y + heightOffset, dougBody.position.z);
Quaternion rotation = Quaternion.Euler(pitch, yaw, 0);
Vector3 desiredDirection = rotation * Vector3.back;
float adjustedDistance = currentDistance;
if (Physics.SphereCast(
target,
collisionRadius,
desiredDirection,
out RaycastHit hit,
currentDistance,
collisionMask,
QueryTriggerInteraction.Ignore))
{
adjustedDistance =
Mathf.Max(
hit.distance - collisionOffset,
minDistance);
}
// Desired Position
Vector3 offset = rotation * Vector3.forward * -adjustedDistance;
Vector3 desiredPosition = target + offset;
if (desiredPosition.y < dougBody.position.y)
{
desiredPosition.y = dougBody.position.y;
}
// Smooth Follow
playerCamHome.transform.position = Vector3.Lerp(
playerCamHome.transform.position,
@@ -174,14 +263,12 @@ void UpdateOcclusion()
{
if (dougBody == null)
{
if (GameManager.Instance.PlayerController.DougBody == null)
if (GameManager.Instance.PlayerController.DougBody != null)
dougBody = GameManager.Instance.PlayerController.DougBody.transform;
else
return;
dougBody = GameManager.Instance.PlayerController.DougBody.transform;
}
if (dougBody == null) return;
// Reset all renderers to visible
foreach (Renderer r in new List<Renderer>(targetAlpha.Keys))
{