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2 Commits

Author SHA1 Message Date
trey d8295719b0 add dithering back, only zoom when right clicking 2026-07-21 21:31:56 -05:00
trey fc78d599a8 better cam controls 2026-07-21 21:13:43 -05:00
4 changed files with 305 additions and 261 deletions
+150 -1
View File
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+108 -219
View File
@@ -1,6 +1,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Unity.VisualScripting; using Unity.VisualScripting;
using UnityEditor.Rendering;
using UnityEngine; using UnityEngine;
using UnityEngine.UIElements; using UnityEngine.UIElements;
using static Unity.Cinemachine.CinemachineTargetGroup; using static Unity.Cinemachine.CinemachineTargetGroup;
@@ -8,38 +9,35 @@
public class CameraController : MonoBehaviour public class CameraController : MonoBehaviour
{ {
public float camTargetRotation { get; private set; } = 0; [Header("Target")]
public CameraControlMode CamControlMode { get; private set; } = CameraControlMode.SnapRotate; [SerializeField] private Transform target;
[SerializeField] private Vector3 targetOffset = new Vector3(0f, 1.5f, 0f);
public Camera MainCamera; public Camera MainCamera;
public Transform playerCamHome;
private bool isCamRotating = false; [Header("Orbit")]
[SerializeField] private float distance = 5f;
[Header("Rotation")] [SerializeField] private float minDistance = 1f;
public float mouseSensitivity = 200f; [SerializeField] private float maxDistance = 8f;
public float minPitch = -30f; [SerializeField] private float rotationSpeed = 180f;
public float maxPitch = 60f; [SerializeField] private float rotationOffset = 270f;
public float distance = 5f; [SerializeField] private float minPitch = -30f;
private float yaw; [SerializeField] private float maxPitch = 75f;
private float pitch;
[Header("Zoom")] [Header("Zoom")]
public float followSpeed = 10f; [SerializeField] private float zoomSpeed = 2f;
public float maxDistance = 6f; [SerializeField] private float zoomSmoothness = 10f;
public float minDistance = 1f;
public float zoomSpeed = 5f;
public float heightOffset = -0.5f;
private float currentDistance;
private float distanceVelocity;
[Header("Collision")] [Header("Camera Collision")]
public float collisionRadius = 0.3f; [SerializeField] private LayerMask collisionLayers;
public float collisionOffset = 0.2f; [SerializeField] private float collisionRadius = 0.25f;
public LayerMask collisionMask; [SerializeField] private float collisionOffset = 0.1f;
[SerializeField] private float positionSmoothness = 15f;
[Header("Occlusion Settings")] [Header("Occlusion Settings")]
public LayerMask obstructionMask; [SerializeField] private LayerMask obstructionMask;
public float fadedAlpha = 0.25f; [SerializeField] private float fadedAlpha = 0.25f;
public float fadeSpeed = 5f; [SerializeField] private float fadeSpeed = 5f;
private Dictionary<Renderer, float> currentAlpha = private Dictionary<Renderer, float> currentAlpha =
new Dictionary<Renderer, float>(); new Dictionary<Renderer, float>();
@@ -47,228 +45,119 @@ public class CameraController : MonoBehaviour
private Dictionary<Renderer, float> targetAlpha = private Dictionary<Renderer, float> targetAlpha =
new Dictionary<Renderer, float>(); new Dictionary<Renderer, float>();
public Transform playerCamHome; private float yaw;
Transform dougBody; private float pitch = 20f;
private float targetDistance;
private Vector3 currentVelocity;
private void Update() public Vector3 Forward
{ {
get
{
Vector3 forward = MainCamera.transform.forward;
forward.y = 0f;
return forward.normalized;
}
}
public Vector3 Right
{
get
{
Vector3 right = MainCamera.transform.right;
right.y = 0f;
return right.normalized;
}
}
private void Start()
{
targetDistance = distance;
Vector3 startingAngles = MainCamera.transform.eulerAngles;
yaw = startingAngles.y + rotationOffset;
pitch = startingAngles.x;
if (pitch > 180f)
{
pitch -= 360f;
}
}
private void LateUpdate()
{
if (target == null)
{
if (GameManager.Instance.PlayerController.DougBody != null)
target = GameManager.Instance.PlayerController.DougBody.transform;
else
return;
}
UpdateOcclusion(); UpdateOcclusion();
UpdateFade(); UpdateFade();
HandleRotation();
if (Input.GetMouseButton(1)) HandleZoom();
{ UpdateCameraPosition();
HandleFreeCamRotation();
}
else
{
CamAvoidCollisions();
}
} }
void Start() private void HandleRotation()
{ {
Vector3 angles = playerCamHome.transform.eulerAngles; if (!Input.GetMouseButton(1))
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; UnityEngine.Cursor.visible = true;
camTargetRotation = currentY + 90f; UnityEngine.Cursor.lockState = CursorLockMode.None;
isCamRotating = true; return;
}
}
/// <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); UnityEngine.Cursor.visible = false;
UnityEngine.Cursor.lockState = CursorLockMode.Locked;
// Mouse Input yaw += Input.GetAxis("Mouse X") * rotationSpeed * Time.deltaTime;
float mouseX = Input.GetAxis("Mouse X"); pitch -= Input.GetAxis("Mouse Y") * rotationSpeed * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y");
yaw += mouseX * mouseSensitivity * Time.deltaTime;
pitch -= mouseY * mouseSensitivity * Time.deltaTime;
pitch = Mathf.Clamp(pitch, minPitch, maxPitch); 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() private void HandleZoom()
{ {
if (dougBody == null) if (!Input.GetMouseButton(1))
{ {
if (GameManager.Instance.PlayerController.DougBody != null) return;
dougBody = GameManager.Instance.PlayerController.DougBody.transform;
else
return;
} }
Vector3 target = new Vector3(dougBody.position.x, dougBody.position.y + heightOffset, dougBody.position.z); float scrollInput = Input.GetAxis("Mouse ScrollWheel");
Quaternion rotation = Quaternion.Euler(pitch, yaw, 0);
Vector3 desiredDirection = rotation * Vector3.back;
float adjustedDistance = currentDistance; targetDistance -= scrollInput * zoomSpeed;
targetDistance = Mathf.Clamp(targetDistance, minDistance, maxDistance);
if (Physics.SphereCast( distance = Mathf.Lerp(distance, targetDistance, zoomSmoothness * Time.deltaTime);
target, }
collisionRadius,
desiredDirection, private void UpdateCameraPosition()
out RaycastHit hit, {
currentDistance, Vector3 targetPosition = target.position + targetOffset;
collisionMask,
QueryTriggerInteraction.Ignore)) Quaternion orbitRotation = Quaternion.Euler(pitch, yaw, 0f);
Vector3 desiredDirection = orbitRotation * Vector3.back;
Vector3 desiredPosition = targetPosition + desiredDirection * distance;
float correctedDistance = distance;
if (Physics.SphereCast(targetPosition, collisionRadius, desiredDirection, out RaycastHit hit, distance, collisionLayers, QueryTriggerInteraction.Ignore))
{ {
adjustedDistance = correctedDistance = Mathf.Max(minDistance, hit.distance - collisionOffset);
Mathf.Max(
hit.distance - collisionOffset,
minDistance);
} }
// Desired Position Vector3 finalPosition = targetPosition + desiredDirection * correctedDistance;
Vector3 offset = rotation * Vector3.forward * -adjustedDistance;
Vector3 desiredPosition = target + offset;
if (desiredPosition.y < dougBody.position.y) MainCamera.transform.position = Vector3.SmoothDamp(MainCamera.transform.position, finalPosition, ref currentVelocity, 1f / positionSmoothness);
{
desiredPosition.y = dougBody.position.y;
}
// Smooth Follow MainCamera.transform.rotation = Quaternion.LookRotation(targetPosition - MainCamera.transform.position, Vector3.up);
playerCamHome.transform.position = Vector3.Lerp(
playerCamHome.transform.position,
desiredPosition,
followSpeed * Time.deltaTime
);
// Look at player
playerCamHome.transform.LookAt(target + Vector3.up);
} }
void UpdateOcclusion() void UpdateOcclusion()
{ {
if (dougBody == null)
{
if (GameManager.Instance.PlayerController.DougBody != null)
dougBody = GameManager.Instance.PlayerController.DougBody.transform;
else
return;
}
// Reset all renderers to visible // Reset all renderers to visible
foreach (Renderer r in new List<Renderer>(targetAlpha.Keys)) foreach (Renderer r in new List<Renderer>(targetAlpha.Keys))
{ {
@@ -276,12 +165,12 @@ void UpdateOcclusion()
} }
Vector3 dir = Vector3 dir =
MainCamera.transform.position - dougBody.position; MainCamera.transform.position - target.position;
float dist = dir.magnitude; float dist = dir.magnitude;
RaycastHit[] hits = Physics.RaycastAll( RaycastHit[] hits = Physics.RaycastAll(
dougBody.position, target.position,
dir.normalized, dir.normalized,
dist, dist,
obstructionMask, obstructionMask,
+46 -40
View File
@@ -149,17 +149,9 @@ void ApplyWalk()
verticalMovement = Input.GetAxisRaw("Vertical"); verticalMovement = Input.GetAxisRaw("Vertical");
horizontalMovement = Input.GetAxisRaw("Horizontal"); horizontalMovement = Input.GetAxisRaw("Horizontal");
} }
Vector3 input = Vector3.ClampMagnitude(new Vector3(horizontalMovement, 0f, verticalMovement), 1f);
moveDir = new Vector3(horizontalMovement, 0, verticalMovement).normalized; moveDir = cameraController.Forward * input.z + cameraController.Right * input.x;
if (cameraController != null)
{
// re-matrix the rotation direction so movement is consistent no matter what
// the camera rotation is
Matrix4x4 matrix = Matrix4x4.Rotate(Quaternion.Euler(0, cameraController.playerCamHome.rotation.eulerAngles.y, 0));
moveDir = matrix.MultiplyPoint3x4(moveDir);
}
} }
/// <summary> /// <summary>
@@ -244,44 +236,58 @@ void RotatePlayerTowardMouse()
} }
}*/ }*/
Camera cam = cameraController.MainCamera; // When rotating the cam with right mouse, look forward
if (Input.GetMouseButton(1))
Ray ray = cam.ScreenPointToRay(Input.mousePosition);
Vector3 targetPoint;
// 1. Try real world hit first (most stable)
if (Physics.Raycast(ray, out RaycastHit hit, 1000f))
{ {
targetPoint = hit.point; Quaternion targetRotation = Quaternion.LookRotation(cameraController.Forward);
DougBody.transform.rotation = Quaternion.Slerp(
DougBody.transform.rotation,
targetRotation,
rotationSpeed * Time.deltaTime
);
} }
else else
{ {
// 2. Fallback to plane at player height Camera cam = cameraController.MainCamera;
Plane plane = new Plane(Vector3.up, DougBody.transform.position);
if (!plane.Raycast(ray, out float enter)) Ray ray = cam.ScreenPointToRay(Input.mousePosition);
Vector3 targetPoint;
// 1. Try real world hit first (most stable)
if (Physics.Raycast(ray, out RaycastHit hit, 1000f))
{
targetPoint = hit.point;
}
else
{
// 2. Fallback to plane at player height
Plane plane = new Plane(Vector3.up, DougBody.transform.position);
if (!plane.Raycast(ray, out float enter))
return;
targetPoint = ray.GetPoint(enter);
}
// 3. Flatten direction so we only rotate on Y axis
Vector3 direction = targetPoint - DougBody.transform.position;
direction.y = 0f;
if (direction.sqrMagnitude < 0.001f)
return; return;
targetPoint = ray.GetPoint(enter); // 4. Convert to rotation
Quaternion targetRotation = Quaternion.LookRotation(direction.normalized);
// 5. Smooth rotation
DougBody.transform.rotation = Quaternion.Slerp(
DougBody.transform.rotation,
targetRotation,
rotationSpeed * Time.deltaTime
);
} }
// 3. Flatten direction so we only rotate on Y axis
Vector3 direction = targetPoint - DougBody.transform.position;
direction.y = 0f;
if (direction.sqrMagnitude < 0.001f)
return;
// 4. Convert to rotation
Quaternion targetRotation = Quaternion.LookRotation(direction.normalized);
// 5. Smooth rotation
DougBody.transform.rotation = Quaternion.Slerp(
DougBody.transform.rotation,
targetRotation,
rotationSpeed * Time.deltaTime
);
} }
/// <summary> /// <summary>
+1 -1
View File
@@ -24,7 +24,7 @@ TagManager:
- CameraObstructions - CameraObstructions
- Water - Water
- UI - UI
- - Dither
- -
- -
- -