add dithering back, only zoom when right clicking

This commit is contained in:
2026-07-21 21:31:56 -05:00
parent fc78d599a8
commit d8295719b0
3 changed files with 140 additions and 269 deletions
+114 -1
View File
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+23 -265
View File
@@ -34,6 +34,17 @@ public class CameraController : MonoBehaviour
[SerializeField] private float collisionOffset = 0.1f;
[SerializeField] private float positionSmoothness = 15f;
[Header("Occlusion Settings")]
[SerializeField] private LayerMask obstructionMask;
[SerializeField] private float fadedAlpha = 0.25f;
[SerializeField] private float fadeSpeed = 5f;
private Dictionary<Renderer, float> currentAlpha =
new Dictionary<Renderer, float>();
private Dictionary<Renderer, float> targetAlpha =
new Dictionary<Renderer, float>();
private float yaw;
private float pitch = 20f;
private float targetDistance;
@@ -82,6 +93,8 @@ private void LateUpdate()
return;
}
UpdateOcclusion();
UpdateFade();
HandleRotation();
HandleZoom();
UpdateCameraPosition();
@@ -95,11 +108,9 @@ private void HandleRotation()
UnityEngine.Cursor.lockState = CursorLockMode.None;
return;
}
else
{
UnityEngine.Cursor.visible = false;
UnityEngine.Cursor.lockState = CursorLockMode.Locked;
}
yaw += Input.GetAxis("Mouse X") * rotationSpeed * Time.deltaTime;
pitch -= Input.GetAxis("Mouse Y") * rotationSpeed * Time.deltaTime;
@@ -109,6 +120,11 @@ private void HandleRotation()
private void HandleZoom()
{
if (!Input.GetMouseButton(1))
{
return;
}
float scrollInput = Input.GetAxis("Mouse ScrollWheel");
targetDistance -= scrollInput * zoomSpeed;
@@ -137,269 +153,11 @@ private void UpdateCameraPosition()
MainCamera.transform.position = Vector3.SmoothDamp(MainCamera.transform.position, finalPosition, ref currentVelocity, 1f / positionSmoothness);
MainCamera.transform.rotation = Quaternion.LookRotation(targetPosition - MainCamera.transform.position, Vector3.up); }
/*public float camTargetRotation { get; private set; } = 0;
public CameraControlMode CamControlMode { get; private set; } = CameraControlMode.SnapRotate;
public Camera MainCamera;
private bool isCamRotating = false;
[Header("Rotation")]
public float mouseSensitivity = 200f;
public float minPitch = -30f;
public float maxPitch = 60f;
public float distance = 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;
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;
public float fadeSpeed = 5f;
private Dictionary<Renderer, float> currentAlpha =
new Dictionary<Renderer, float>();
private Dictionary<Renderer, float> targetAlpha =
new Dictionary<Renderer, float>();
public Transform playerCamHome;
Transform dougBody;
private void Update()
{
UpdateOcclusion();
UpdateFade();
if (Input.GetMouseButton(1))
{
HandleFreeCamRotation();
}
else
{
CamAvoidCollisions();
}
}
void Start()
{
Vector3 angles = playerCamHome.transform.eulerAngles;
yaw = angles.y;
pitch = angles.x;
currentDistance = distance;
}
/// <summary>
/// Trigger cam rotation
/// </summary>
public void RotateCam()
{
if (!isCamRotating)
{
float currentY = playerCamHome.transform.rotation.eulerAngles.y;
camTargetRotation = currentY + 90f;
isCamRotating = true;
}
}
/// <summary>
/// Set cam rotation immediately
/// </summary>
void SnapToRotation(float rotation)
{
if (CamControlMode == CameraControlMode.SnapRotate)
{
playerCamHome.RotateAround(
transform.position,
Vector3.up,
rotation
);
camTargetRotation = rotation;
}
}
/// <summary>
/// Move cam to desired rotation (every frame)
/// </summary>
void HandleSnapCamRotation()
{
float currentY = playerCamHome.transform.rotation.eulerAngles.y;
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)
{
isCamRotating = false;
}
}
/// <summary>
/// Move cam to desired free rotation (every frame)
/// </summary>
void HandleFreeCamRotation()
{
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);
// 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);
// Rotation
Quaternion rotation = Quaternion.Euler(pitch, yaw, 0);
// Zoom
float scroll = Input.GetAxis("Mouse ScrollWheel");
if (Mathf.Abs(scroll) > 0.0001f)
{
distance -= scroll * zoomSpeed;
distance = Mathf.Clamp(distance, minDistance, maxDistance);
}
currentDistance = Mathf.SmoothDamp(
currentDistance,
distance,
ref distanceVelocity,
0.05f);
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 * -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,
desiredPosition,
followSpeed * Time.deltaTime
);
// Look at player
playerCamHome.transform.LookAt(target + Vector3.up);
MainCamera.transform.rotation = Quaternion.LookRotation(targetPosition - MainCamera.transform.position, Vector3.up);
}
void UpdateOcclusion()
{
if (dougBody == null)
{
if (GameManager.Instance.PlayerController.DougBody != null)
dougBody = GameManager.Instance.PlayerController.DougBody.transform;
else
return;
}
// Reset all renderers to visible
foreach (Renderer r in new List<Renderer>(targetAlpha.Keys))
{
@@ -407,12 +165,12 @@ void UpdateOcclusion()
}
Vector3 dir =
MainCamera.transform.position - dougBody.position;
MainCamera.transform.position - target.position;
float dist = dir.magnitude;
RaycastHit[] hits = Physics.RaycastAll(
dougBody.position,
target.position,
dir.normalized,
dist,
obstructionMask,
@@ -473,7 +231,7 @@ void UpdateFade()
targetAlpha.Remove(r);
}
}
}*/
}
}
public enum CameraControlMode
+1 -1
View File
@@ -24,7 +24,7 @@ TagManager:
- CameraObstructions
- Water
- UI
-
- Dither
-
-
-