Files
DougDiggem/Assets/Scripts/Management/CameraController.cs
T

266 lines
6.8 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using UnityEngine;
using static Unity.Cinemachine.CinemachineTargetGroup;
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 = 5f;
public float heightOffset = -0.5f;
public float followSpeed = 10f;
public float maxDistance = 6f;
public float minDistance = 1f;
public float zoomSpeed = 5f;
private float yaw;
private float pitch;
private float currentDistance;
private float distanceVelocity;
[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();
}
}
void Start()
{
Vector3 angles = 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)
return;
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");
if (Mathf.Abs(scroll) > 0.0001f)
{
distance -= scroll * zoomSpeed;
distance = Mathf.Clamp(distance, minDistance, maxDistance);
}
currentDistance = Mathf.SmoothDamp(
currentDistance,
distance,
ref distanceVelocity,
0.05f);
// Rotation
Quaternion rotation = Quaternion.Euler(pitch, yaw, 0);
// Desired Position
Vector3 offset = rotation * Vector3.forward * -currentDistance;
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);
}
void UpdateOcclusion()
{
if (dougBody == null)
{
if (GameManager.Instance.PlayerController.DougBody == null)
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))
{
targetAlpha[r] = 1f;
}
Vector3 dir =
MainCamera.transform.position - dougBody.position;
float dist = dir.magnitude;
RaycastHit[] hits = Physics.RaycastAll(
dougBody.position,
dir.normalized,
dist,
obstructionMask,
QueryTriggerInteraction.Ignore);
foreach (RaycastHit hit in hits)
{
Renderer r = hit.collider.GetComponent<Renderer>();
if (r == null)
continue;
if (!currentAlpha.ContainsKey(r))
{
currentAlpha[r] = 1f;
targetAlpha[r] = 1f;
}
targetAlpha[r] = fadedAlpha;
}
}
void UpdateFade()
{
List<Renderer> renderers =
new List<Renderer>(currentAlpha.Keys);
foreach (Renderer r in renderers)
{
float current = currentAlpha[r];
float target = targetAlpha[r];
current = Mathf.Lerp(
current,
target,
Time.deltaTime * fadeSpeed);
currentAlpha[r] = current;
foreach (Material mat in r.materials)
{
Color c = mat.color;
c.a = current;
if (Mathf.Abs(current - targetAlpha[r]) < 0.05f)
{
c.a = targetAlpha[r];
}
mat.color = c;
}
// Cleanup once fully restored
if (Mathf.Abs(current - 1f) < 0.01f &&
Mathf.Abs(target - 1f) < 0.01f)
{
currentAlpha.Remove(r);
targetAlpha.Remove(r);
}
}
}
}
public enum CameraControlMode
{
SnapRotate,
FreeRotate
}